Rename all non-ultra functions to snake case

This commit is contained in:
Ryan Dwyer
2024-08-17 17:15:55 +10:00
parent 51107867e3
commit f697dfe170
404 changed files with 27794 additions and 27794 deletions
+1 -1
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@@ -60,7 +60,7 @@
#define IS4MB() (g_Is4Mb == true)
#define IS8MB() (g_Is4Mb != true)
#define LINEHEIGHT (VERSION == VERSION_JPN_FINAL ? 14 : 11)
#define MIXCOLOUR(dialog, property) dialog->transitionfrac < 0.0f ? g_MenuColours[dialog->type].property : colourBlend(g_MenuColours[dialog->type2].property, g_MenuColours[dialog->type].property, dialog->colourweight)
#define MIXCOLOUR(dialog, property) dialog->transitionfrac < 0.0f ? g_MenuColours[dialog->type].property : colour_blend(g_MenuColours[dialog->type2].property, g_MenuColours[dialog->type].property, dialog->colourweight)
#define MPCHR(index) ((index) < MAX_PLAYERS ? &g_PlayerConfigsArray[index].base : &g_BotConfigsArray[(index) - MAX_PLAYERS].base)
#define RANDOMFRAC() (random() * (1.0f / U32_MAX))
#define SECSTOTIME240(secs) (secs * 240)
+20 -20
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@@ -4,27 +4,27 @@
#include "data.h"
#include "types.h"
void amTick(void);
void am_tick(void);
void amOpenPickTarget(void);
void am_open_pick_target(void);
MenuDialogHandlerResult menudialog000fcd48(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult amPickTargetMenuDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
void amSetAiBuddyTemperament(bool aggressive);
void amSetAiBuddyStealth(void);
s32 amGetFirstBuddyIndex(void);
void amApply(s32 slot);
void amGetSlotDetails(s32 slot, u32 *flags, char *label);
void amReset(void);
s16 amCalculateSlotWidth(void);
void amChangeScreen(s32 step);
void amAssignWeaponSlots(void);
void amOpen(void);
void amClose(void);
bool amIsCramped(void);
void amCalculateSlotPosition(s16 column, s16 row, s16 *x, s16 *y);
Gfx *amRenderText(Gfx *gdl, char *text, u32 colour, s16 left, s16 top);
Gfx *amRenderAibotInfo(Gfx *gdl, s32 buddynum);
Gfx *amRenderSlot(Gfx *gdl, char *text, s16 x, s16 y, s32 mode, s32 flags);
Gfx *amRender(Gfx *gdl);
MenuDialogHandlerResult am_pick_target_menu_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
void am_set_ai_buddy_temperament(bool aggressive);
void am_set_ai_buddy_stealth(void);
s32 am_get_first_buddy_index(void);
void am_apply(s32 slot);
void am_get_slot_details(s32 slot, u32 *flags, char *label);
void am_reset(void);
s16 am_calculate_slot_width(void);
void am_change_screen(s32 step);
void am_assign_weapon_slots(void);
void am_open(void);
void am_close(void);
bool am_is_cramped(void);
void am_calculate_slot_position(s16 column, s16 row, s16 *x, s16 *y);
Gfx *am_render_text(Gfx *gdl, char *text, u32 colour, s16 left, s16 top);
Gfx *am_render_aibot_info(Gfx *gdl, s32 buddynum);
Gfx *am_render_slot(Gfx *gdl, char *text, s16 x, s16 y, s32 mode, s32 flags);
Gfx *am_render(Gfx *gdl);
#endif
+96 -96
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@@ -4,103 +4,103 @@
#include "data.h"
#include "types.h"
void bgUnpausePropsInRoom(u32 roomnum, bool tintedglassonly);
void bgSetRoomOnscreen(s32 room, s32 draworder, struct screenbox *arg2);
void bgGetRoomBrightnessRange(s32 roomnum, u8 *min, u8 *max);
struct drawslot *bgGetRoomDrawSlot(s32 roomnum);
Gfx *bgRenderXrayData(Gfx *gdl, struct xraydata *xraydata);
Gfx *bgAddXrayTri(Gfx *gdl, struct xraydata *xraydata, s16 vertices1[3], s16 vertices2[3], s16 vertices3[3], u32 colour1, u32 colour2, u32 colour3);
void bgChooseXrayVtxColour(bool *inrange, s16 vertex[3], u32 *colour, struct xraydata *xraydata);
Gfx *bgProcessXrayTri(Gfx *gdl, struct xraydata *xraydata, s16 arg2[3], s16 arg3[3], s16 arg4[3], s32 arg5, s32 arg6, s32 arg7, s32 arg8, s32 arg9, s32 arg10);
Gfx *bgRenderGdlInXray(Gfx *gdl, s8 *readgdl, Vtx *vertices, s16 arg3[3]);
Gfx *bgRenderRoomXrayPass(Gfx *gdl, s32 roomnum, struct roomblock *blocks, bool recurse, s16 arg4[3]);
Gfx *bgRenderRoomInXray(Gfx *gdl, s32 roomnum);
Gfx *bgRenderSceneInXray(Gfx *gdl);
Gfx *bgRenderScene(Gfx *gdl);
Gfx *bgRenderArtifacts(Gfx *gdl);
void bgLoadFile(void *memaddr, u32 offset, u32 len);
s32 bgGetStageIndex(s32 stagenum);
f32 bgCalculatePortalSurfaceArea(s32 portal);
u8 bgCalculatePortalAlpha(s32 portal);
void bg_unpause_props_in_room(u32 roomnum, bool tintedglassonly);
void bg_set_room_onscreen(s32 room, s32 draworder, struct screenbox *arg2);
void bg_get_room_brightness_range(s32 roomnum, u8 *min, u8 *max);
struct drawslot *bg_get_room_draw_slot(s32 roomnum);
Gfx *bg_render_xray_data(Gfx *gdl, struct xraydata *xraydata);
Gfx *bg_add_xray_tri(Gfx *gdl, struct xraydata *xraydata, s16 vertices1[3], s16 vertices2[3], s16 vertices3[3], u32 colour1, u32 colour2, u32 colour3);
void bg_choose_xray_vtx_colour(bool *inrange, s16 vertex[3], u32 *colour, struct xraydata *xraydata);
Gfx *bg_process_xray_tri(Gfx *gdl, struct xraydata *xraydata, s16 arg2[3], s16 arg3[3], s16 arg4[3], s32 arg5, s32 arg6, s32 arg7, s32 arg8, s32 arg9, s32 arg10);
Gfx *bg_render_gdl_in_xray(Gfx *gdl, s8 *readgdl, Vtx *vertices, s16 arg3[3]);
Gfx *bg_render_room_xray_pass(Gfx *gdl, s32 roomnum, struct roomblock *blocks, bool recurse, s16 arg4[3]);
Gfx *bg_render_room_in_xray(Gfx *gdl, s32 roomnum);
Gfx *bg_render_scene_in_xray(Gfx *gdl);
Gfx *bg_render_scene(Gfx *gdl);
Gfx *bg_render_artifacts(Gfx *gdl);
void bg_load_file(void *memaddr, u32 offset, u32 len);
s32 bg_get_stage_index(s32 stagenum);
f32 bg_calculate_portal_surface_area(s32 portal);
u8 bg_calculate_portal_alpha(s32 portal);
u32 not(u32 arg);
u32 bgXorBabebabe(u32 value);
void bgReset(s32 stagenum);
void bgBuildTables(s32 stagenum);
void bgStop(void);
void bgSetStageTranslationThing(f32 arg0);
f32 bgGetStageTranslationThing(void);
f32 bgGetScaleBg2Gfx(void);
void bgSetScaleBg2Gfx(f32 arg0);
void bgTickCounter(void);
void bgTick(void);
Gfx *bgRender(Gfx *gdl);
Gfx *bgScissorToViewport(Gfx *gdl);
Gfx *bgScissorWithinViewportF(Gfx *gdl, f32 viewleft, f32 viewtop, f32 viewright, f32 viewbottom);
Gfx *bgScissorWithinViewport(Gfx *gdl, s32 viewleft, s32 viewtop, s32 viewright, s32 viewbottom);
void bgClearPortalCameraCache(void);
bool bgRoomIntersectsScreenBox(s32 room, struct screenbox *arg1);
bool bg3dPosTo2dPos(struct coord *cornerpos, struct coord *screenpos);
bool bgGetPortalScreenBbox(s32 portal, struct screenbox *arg1);
Gfx *bgDrawBoxEdge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2);
bool bgGetBoxIntersection(struct screenbox *a, struct screenbox *b);
void bgExpandBox(struct screenbox *a, struct screenbox *b);
void bgCopyBox(struct screenbox *dst, struct screenbox *src);
bool bgRoomIsOnscreen(s32 room);
bool bgRoomIsStandby(s32 room);
bool bgRoomIsOnPlayerScreen(s32 room, u32 playernum);
bool bgRoomIsOnPlayerStandby(s32 room, u32 aibotindex);
s32 bgFindPortalByVertices(struct portalvertices *pvertices);
u32 bgInflate(u8 *src, u8 *dst, u32 len);
Gfx *bgGetNextGdlInBlock(struct roomblock *block, Gfx *start, Gfx *end);
Gfx *bgGetNextGdlInLayer(s32 roomnum, Gfx *start, u32 types);
Vtx *bgFindVerticesForGdl(s32 roomnum, Gfx *gdl);
void bgLoadRoom(s32 roomnum);
void bgUnloadRoom(s32 room);
void bgUnloadAllRooms(void);
void bgGarbageCollectRooms(s32 bytesneeded, bool desparate);
void bgTickRooms(void);
Gfx *bgRenderRoomPass(Gfx *gdl, s32 roomnum, struct roomblock *blocks, bool arg3);
Gfx *bgRenderRoomOpaque(Gfx *gdl, s32 roomnum);
Gfx *bgRenderRoomXlu(Gfx *gdl, s32 roomnum);
s32 bgPopulateVtxBatchType(s32 roomnum, struct vtxbatch *batches, Gfx *gdl, s32 batchindex, Vtx *vertices, s32 arg5);
void bgFindRoomVtxBatches(s32 roomnum);
bool bgTestLineIntersectsIntBbox(struct coord *arg0, struct coord *arg1, s32 *arg2, s32 *arg3);
bool bgTestLineIntersectsBbox(struct coord *arg0, struct coord *arg1, struct coord *arg2, struct coord *arg3);
bool bgTestHitOnObj(struct coord *arg0, struct coord *arg1, struct coord *arg2, Gfx *gdl, Gfx *gdl2, Vtx *vertices, struct hitthing *hitthing);
bool bgTestHitOnChr(struct model *model, struct coord *arg1, struct coord *arg2, struct coord *arg3, Gfx *arg4, Gfx *arg5, Vtx *vertices, f32 *arg7, struct hitthing *hitthing);
bool bgTestHitInVtxBatch(struct coord *arg0, struct coord *arg1, struct coord *arg2, struct vtxbatch *batches, s32 roomnum, struct hitthing *hitthing);
u32 bg_xor_babebabe(u32 value);
void bg_reset(s32 stagenum);
void bg_build_tables(s32 stagenum);
void bg_stop(void);
void bg_set_stage_translation_thing(f32 arg0);
f32 bg_get_stage_translation_thing(void);
f32 bg_get_scale_bg2gfx(void);
void bg_set_scale_bg2gfx(f32 arg0);
void bg_tick_counter(void);
void bg_tick(void);
Gfx *bg_render(Gfx *gdl);
Gfx *bg_scissor_to_viewport(Gfx *gdl);
Gfx *bg_scissor_within_viewport_f(Gfx *gdl, f32 viewleft, f32 viewtop, f32 viewright, f32 viewbottom);
Gfx *bg_scissor_within_viewport(Gfx *gdl, s32 viewleft, s32 viewtop, s32 viewright, s32 viewbottom);
void bg_clear_portal_camera_cache(void);
bool bg_room_intersects_screen_box(s32 room, struct screenbox *arg1);
bool bg_3d_pos_to_2d_pos(struct coord *cornerpos, struct coord *screenpos);
bool bg_get_portal_screen_bbox(s32 portal, struct screenbox *arg1);
Gfx *bg_draw_box_edge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2);
bool bg_get_box_intersection(struct screenbox *a, struct screenbox *b);
void bg_expand_box(struct screenbox *a, struct screenbox *b);
void bg_copy_box(struct screenbox *dst, struct screenbox *src);
bool bg_room_is_onscreen(s32 room);
bool bg_room_is_standby(s32 room);
bool bg_room_is_on_player_screen(s32 room, u32 playernum);
bool bg_room_is_on_player_standby(s32 room, u32 aibotindex);
s32 bg_find_portal_by_vertices(struct portalvertices *pvertices);
u32 bg_inflate(u8 *src, u8 *dst, u32 len);
Gfx *bg_get_next_gdl_in_block(struct roomblock *block, Gfx *start, Gfx *end);
Gfx *bg_get_next_gdl_in_layer(s32 roomnum, Gfx *start, u32 types);
Vtx *bg_find_vertices_for_gdl(s32 roomnum, Gfx *gdl);
void bg_load_room(s32 roomnum);
void bg_unload_room(s32 room);
void bg_unload_all_rooms(void);
void bg_garbage_collect_rooms(s32 bytesneeded, bool desparate);
void bg_tick_rooms(void);
Gfx *bg_render_room_pass(Gfx *gdl, s32 roomnum, struct roomblock *blocks, bool arg3);
Gfx *bg_render_room_opaque(Gfx *gdl, s32 roomnum);
Gfx *bg_render_room_xlu(Gfx *gdl, s32 roomnum);
s32 bg_populate_vtx_batch_type(s32 roomnum, struct vtxbatch *batches, Gfx *gdl, s32 batchindex, Vtx *vertices, s32 arg5);
void bg_find_room_vtx_batches(s32 roomnum);
bool bg_test_line_intersects_int_bbox(struct coord *arg0, struct coord *arg1, s32 *arg2, s32 *arg3);
bool bg_test_line_intersects_bbox(struct coord *arg0, struct coord *arg1, struct coord *arg2, struct coord *arg3);
bool bg_test_hit_on_obj(struct coord *arg0, struct coord *arg1, struct coord *arg2, Gfx *gdl, Gfx *gdl2, Vtx *vertices, struct hitthing *hitthing);
bool bg_test_hit_on_chr(struct model *model, struct coord *arg1, struct coord *arg2, struct coord *arg3, Gfx *arg4, Gfx *arg5, Vtx *vertices, f32 *arg7, struct hitthing *hitthing);
bool bg_test_hit_in_vtx_batch(struct coord *arg0, struct coord *arg1, struct coord *arg2, struct vtxbatch *batches, s32 roomnum, struct hitthing *hitthing);
s32 bg0f1612e4(struct coord *bbmin, struct coord *bbmax, struct coord *frompos, struct coord *dist, struct coord *arg4, struct coord *arg5);
bool bgTestHitInRoom(struct coord *frompos, struct coord *topos, s32 roomnum, struct hitthing *hitthing);
bool bgRoomIsLoaded(s32 room);
bool bgRoomContainsCoord(struct coord *pos, RoomNum roomnum);
bool bgTestPosInRoomCheap(struct coord *pos, RoomNum roomnum);
bool bgTestPosInRoomExpensive(struct coord *pos, RoomNum roomnum);
bool bgTestPosInRoom(struct coord *pos, RoomNum roomnum);
void bgFindRoomsByPos(struct coord *pos, RoomNum *inrooms, RoomNum *aboverooms, s32 max, RoomNum *bestroom);
bool bgCmdPushValue(bool value);
bool bgCmdPopValue(void);
bool bgCmdGetNthValueFromEnd(s32 offset);
struct bgcmd *bgCmdExecuteBranch(struct bgcmd *cmd, bool s2);
struct bgcmd *bgCmdExecute(struct bgcmd *cmd);
void bgTickPortalsXray(void);
void bgAddToSnake(RoomNum fromroomnum, RoomNum roomnum, s16 draworder, struct screenbox *box);
void bgConsumeSnakeItem(struct bgsnakeitem *arg0);
bool bgTryConsumeSnake(void);
void bgChooseRoomsToLoad(void);
void bgTickPortals(void);
Gfx *bgRenderSceneAndLoadCandidate(Gfx *gdl);
s32 bgGetForceOnscreenRooms(RoomNum *rooms, s32 len);
s32 bgRoomGetNeighbours(s32 room, RoomNum *rooms, s32 len);
bool bgRoomsAreNeighbours(s32 roomnum1, s32 roomnum2);
void bgCalculateScreenProperties(void);
void bgExpandRoomToPortals(s32 roomnum);
void bgPortalSwapRooms(s32 portal);
void bgInitPortal(s32 portalnum);
void bgInitRoom(s32 roomnum);
void bgSetPortalOpenState(s32 portal, bool open);
s32 bgFindPortalBetweenPositions(struct coord *pos1, struct coord *pos2);
bool bgIsBboxOverlapping(struct coord *arg0, struct coord *arg1, struct coord *arg2, struct coord *arg3);
void bgCalculatePortalBbox(s32 portalnum, struct coord *bbmin, struct coord *bbmax);
void bgFindEnteredRooms(struct coord *bbmin, struct coord *upper, RoomNum *rooms, s32 maxlen, bool arg4);
bool bg_test_hit_in_room(struct coord *frompos, struct coord *topos, s32 roomnum, struct hitthing *hitthing);
bool bg_room_is_loaded(s32 room);
bool bg_room_contains_coord(struct coord *pos, RoomNum roomnum);
bool bg_test_pos_in_room_cheap(struct coord *pos, RoomNum roomnum);
bool bg_test_pos_in_room_expensive(struct coord *pos, RoomNum roomnum);
bool bg_test_pos_in_room(struct coord *pos, RoomNum roomnum);
void bg_find_rooms_by_pos(struct coord *pos, RoomNum *inrooms, RoomNum *aboverooms, s32 max, RoomNum *bestroom);
bool bg_cmd_push_value(bool value);
bool bg_cmd_pop_value(void);
bool bg_cmd_get_nth_value_from_end(s32 offset);
struct bgcmd *bg_cmd_execute_branch(struct bgcmd *cmd, bool s2);
struct bgcmd *bg_cmd_execute(struct bgcmd *cmd);
void bg_tick_portals_xray(void);
void bg_add_to_snake(RoomNum fromroomnum, RoomNum roomnum, s16 draworder, struct screenbox *box);
void bg_consume_snake_item(struct bgsnakeitem *arg0);
bool bg_try_consume_snake(void);
void bg_choose_rooms_to_load(void);
void bg_tick_portals(void);
Gfx *bg_render_scene_and_load_candidate(Gfx *gdl);
s32 bg_get_force_onscreen_rooms(RoomNum *rooms, s32 len);
s32 bg_room_get_neighbours(s32 room, RoomNum *rooms, s32 len);
bool bg_rooms_are_neighbours(s32 roomnum1, s32 roomnum2);
void bg_calculate_screen_properties(void);
void bg_expand_room_to_portals(s32 roomnum);
void bg_portal_swap_rooms(s32 portal);
void bg_init_portal(s32 portalnum);
void bg_init_room(s32 roomnum);
void bg_set_portal_open_state(s32 portal, bool open);
s32 bg_find_portal_between_positions(struct coord *pos1, struct coord *pos2);
bool bg_is_bbox_overlapping(struct coord *arg0, struct coord *arg1, struct coord *arg2, struct coord *arg3);
void bg_calculate_portal_bbox(s32 portalnum, struct coord *bbmin, struct coord *bbmax);
void bg_find_entered_rooms(struct coord *bbmin, struct coord *upper, RoomNum *rooms, s32 maxlen, bool arg4);
#endif
+9 -9
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@@ -4,19 +4,19 @@
#include "data.h"
#include "types.h"
void bodiesInit(void);
void bodies_init(void);
void bodiesReset(s32 stagenum);
void bodies_reset(s32 stagenum);
u32 bodyGetRace(s32 bodynum);
bool bodyLoad(s32 bodynum);
u32 body_get_race(s32 bodynum);
bool body_load(s32 bodynum);
struct model *body0f02ce8c(s32 bodynum, s32 headnum, struct modeldef *bodymodeldef, struct modeldef *headmodeldef, bool sunglasses, struct model *model, bool isplayer, u8 varyheight);
struct model *body0f02d338(s32 bodynum, s32 headnum, struct modeldef *bodymodeldef, struct modeldef *headmodeldef, bool sunglasses, u8 varyheight);
struct model *bodyAllocateModel(s32 bodynum, s32 headnum, u32 spawnflags);
struct model *body_allocate_model(s32 bodynum, s32 headnum, u32 spawnflags);
s32 body0f02d3f8(void);
s32 bodyChooseHead(s32 bodynum);
void bodyAllocateChr(s32 stagenum, struct packedchr *packed, s32 cmdindex);
struct prop *bodyAllocateEyespy(struct pad *pad, RoomNum room);
void bodyCalculateHeadOffset(struct modeldef *headmodeldef, s32 headnum, s32 bodynum);
s32 body_choose_head(s32 bodynum);
void body_allocate_chr(s32 stagenum, struct packedchr *packed, s32 cmdindex);
struct prop *body_allocate_eyespy(struct pad *pad, RoomNum room);
void body_calculate_head_offset(struct modeldef *headmodeldef, s32 headnum, s32 bodynum);
#endif
+10 -10
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@@ -4,21 +4,21 @@
#include "data.h"
#include "types.h"
void bbikeInit(void);
void bbikeExit(void);
void bbikeUpdateVehicleOffset(void);
void bbikeTryDismountAngle(f32 relativeangle, f32 distance);
void bbikeHandleActivate(void);
void bbikeApplyMoveData(struct movedata *data);
void bbike_init(void);
void bbike_exit(void);
void bbike_update_vehicle_offset(void);
void bbike_try_dismount_angle(f32 relativeangle, f32 distance);
void bbike_handle_activate(void);
void bbike_apply_move_data(struct movedata *data);
void bbike0f0d2b40(struct defaultobj *bike, struct coord *arg1, f32 arg2, struct defaultobj *obstacle);
s32 bbikeCalculateNewPosition(struct coord *arg0, f32 arg1);
s32 bbikeCalculateNewPositionWithPush(struct coord *arg0, f32 arg1);
void bbikeUpdateVertical(struct coord *pos);
s32 bbike_calculate_new_position(struct coord *arg0, f32 arg1);
s32 bbike_calculate_new_position_with_push(struct coord *arg0, f32 arg1);
void bbike_update_vertical(struct coord *pos);
s32 bbike0f0d3680(struct coord *arg0, struct coord *arg1, struct coord *arg2);
s32 bbike0f0d36d4(struct coord *arg0, struct coord *arg1, struct coord *arg2, struct coord *arg3, struct coord *arg4);
s32 bbike0f0d3840(struct coord *arg0, struct coord *arg1, struct coord *arg2);
s32 bbike0f0d3940(struct coord *arg0, struct coord *arg1, struct coord *arg2);
void bbike0f0d3c60(struct coord *arg0);
void bbikeTick(void);
void bbike_tick(void);
#endif
+2 -2
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@@ -4,7 +4,7 @@
#include "data.h"
#include "types.h"
void bcutsceneInit(void);
void bcutsceneTick(void);
void bcutscene_init(void);
void bcutscene_tick(void);
#endif
+7 -7
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@@ -4,16 +4,16 @@
#include "data.h"
#include "types.h"
f32 eyespyFindGround(RoomNum *floorroom);
s32 eyespyTryMoveUpwards(f32 yvel);
s32 eyespyCalculateNewPosition(struct coord *vel);
bool eyespyCalculateNewPositionWithPush(struct coord *vel);
f32 eyespy_find_ground(RoomNum *floorroom);
s32 eyespy_try_move_upwards(f32 yvel);
s32 eyespy_calculate_new_position(struct coord *vel);
bool eyespy_calculate_new_position_with_push(struct coord *vel);
s32 eyespy0f0cf890(struct coord *arg0, struct coord *arg1, struct coord *arg2, struct coord *arg3, struct coord *arg4);
s32 eyespy0f0cf9f8(struct coord *arg0, struct coord *arg1, struct coord *arg2);
s32 eyespy0f0cfafc(struct coord *arg0, struct coord *arg1, struct coord *arg2);
s32 eyespy0f0cfdd0(struct coord *vel, struct coord *arg1, struct coord *arg2);
void eyespyUpdateVertical(void);
bool eyespyTryLaunch(void);
void eyespyProcessInput(bool allowbuttons);
void eyespy_update_vertical(void);
bool eyespy_try_launch(void);
void eyespy_process_input(bool allowbuttons);
#endif
+13 -13
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@@ -4,27 +4,27 @@
#include "data.h"
#include "types.h"
void bgrabInit(void);
void bgrabExit(void);
void bgrab_init(void);
void bgrab_exit(void);
void bgrab0f0ccbf0(struct coord *delta, f32 angle, struct defaultobj *obj);
bool bgrabTryMoveUpwards(f32 y);
s32 bgrabCalculateNewPosition(struct coord *delta, f32 angle, bool arg2);
bool bgrabCalculateNewPositiontWithPush(struct coord *delta, f32 angle, bool arg2);
bool bgrab_try_move_upwards(f32 y);
s32 bgrab_calculate_new_position(struct coord *delta, f32 angle, bool arg2);
bool bgrab_calculate_new_positiont_with_push(struct coord *delta, f32 angle, bool arg2);
bool bgrab0f0cdb04(f32 angle, bool arg2);
bool bgrab0f0cdb68(f32 angle);
void bgrab0f0cdef0(void);
bool bgrab0f0cdf64(struct coord *delta, struct coord *arg1, struct coord *arg2);
s32 bgrab0f0cdfbc(struct coord *delta, struct coord *arg1, struct coord *arg2);
void bgrab0f0ce0bc(struct coord *arg0);
void bgrabUpdatePrevPos(void);
void bgrab_update_prev_pos(void);
void bgrab0f0ce178(void);
void bgrabUpdateVertical(void);
void bgrabHandleActivate(void);
void bgrabUpdateSpeedSideways(f32 targetspeed, f32 accelspeed, s32 mult);
void bgrabUpdateSpeedForwards(f32 target, f32 speed);
void bgrabApplyMoveData(struct movedata *data);
void bgrabUpdateSpeedTheta(void);
void bgrab_update_vertical(void);
void bgrab_handle_activate(void);
void bgrab_update_speed_sideways(f32 targetspeed, f32 accelspeed, s32 mult);
void bgrab_update_speed_forwards(f32 target, f32 speed);
void bgrab_apply_move_data(struct movedata *data);
void bgrab_update_speed_theta(void);
void bgrab0f0ce924(void);
void bgrabTick(void);
void bgrab_tick(void);
#endif
+146 -146
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@@ -4,184 +4,184 @@
#include "data.h"
#include "types.h"
void bgunReset(void);
void bgun_reset(void);
void bgunStop(void);
void bgun_stop(void);
void bgunRumble(s32 handnum, s32 weaponnum);
s32 bgunGetUnequippedReloadIndex(s32 weaponnum);
void bgunTickUnequippedReload(void);
bool bgunTestGunVisCommand(struct gunviscmd *cmd, struct hand *hand);
void bgunSetPartVisible(s16 partnum, bool visible, struct hand *hand, struct modeldef *modeldef);
void bgunExecuteGunVisCommands(struct hand *hand, struct modeldef *arg1, struct gunviscmd *command);
void bgun_rumble(s32 handnum, s32 weaponnum);
s32 bgun_get_unequipped_reload_index(s32 weaponnum);
void bgun_tick_unequipped_reload(void);
bool bgun_test_gun_vis_command(struct gunviscmd *cmd, struct hand *hand);
void bgun_set_part_visible(s16 partnum, bool visible, struct hand *hand, struct modeldef *modeldef);
void bgun_execute_gun_vis_commands(struct hand *hand, struct modeldef *arg1, struct gunviscmd *command);
void bgun0f098030(struct hand *hand, struct modeldef *arg1);
f32 bgun0f09815c(struct hand *hand);
void bgun0f0981e8(struct hand *hand, struct modeldef *modeldef);
bool bgun0f098884(struct guncmd *cmd, struct gset *gset);
void bgunStartAnimation(struct guncmd *cmd, s32 handnum, struct hand *hand);
void bgun_start_animation(struct guncmd *cmd, s32 handnum, struct hand *hand);
bool bgun0f098a44(struct hand *hand, s32 time);
bool bgunIsAnimBusy(struct hand *hand);
void bgunResetAnim(struct hand *hand);
void bgunGetWeaponInfo(struct handweaponinfo *info, s32 handnum);
bool bgun_is_anim_busy(struct hand *hand);
void bgun_reset_anim(struct hand *hand);
void bgun_get_weapon_info(struct handweaponinfo *info, s32 handnum);
s32 bgun0f098ca0(s32 arg0, struct handweaponinfo *info, struct hand *hand);
void bgun0f098df8(s32 weaponfunc, struct handweaponinfo *info, struct hand *hand, u8 onebullet, u8 checkunequipped);
void bgun0f098f8c(struct handweaponinfo *info, struct hand *hand);
bool bgun0f099008(s32 handnum);
bool bgun0f0990b0(struct weaponfunc *basefunc, struct weapon *weapon);
bool bgun0f099188(struct hand *hand, s32 gunfunc);
s32 bgunTickIncIdle(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
void bgunSetArmPitch(struct hand *hand, f32 angle);
s32 bgunTickIncAutoSwitch(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
bool bgunIsReloading(struct hand *hand);
s32 bgunTickIncReload(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgunTickIncChangeFunc(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgun_tick_inc_idle(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
void bgun_set_arm_pitch(struct hand *hand, f32 angle);
s32 bgun_tick_inc_auto_switch(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
bool bgun_is_reloading(struct hand *hand);
s32 bgun_tick_inc_reload(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgun_tick_inc_change_func(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgun0f09a3f8(struct hand *hand, struct weaponfunc *func);
void bgun0f09a6f8(struct handweaponinfo *info, s32 handnum, struct hand *hand, struct weaponfunc *func);
bool bgunTickRecoil(struct hand *hand, struct handweaponinfo *info, s32 handnum, struct weaponfunc_shoot *func);
bool bgunTickIncAttackingShoot(struct handweaponinfo *info, s32 handnum, struct hand *hand);
bool bgunTickIncAttackingThrow(s32 handnum, struct hand *hand);
s32 bgunGetMinClipQty(s32 weaponnum, s32 funcnum);
bool bgunTickIncAttackingMelee(s32 handnum, struct hand *hand);
bool bgunTickIncAttackingSpecial(struct hand *hand);
s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgunTickIncAttack(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
bool bgunIsReadyToSwitch(s32 handnum);
bool bgunCanFreeWeapon(s32 handnum);
bool bgun_tick_recoil(struct hand *hand, struct handweaponinfo *info, s32 handnum, struct weaponfunc_shoot *func);
bool bgun_tick_inc_attacking_shoot(struct handweaponinfo *info, s32 handnum, struct hand *hand);
bool bgun_tick_inc_attacking_throw(s32 handnum, struct hand *hand);
s32 bgun_get_min_clip_qty(s32 weaponnum, s32 funcnum);
bool bgun_tick_inc_attacking_melee(s32 handnum, struct hand *hand);
bool bgun_tick_inc_attacking_special(struct hand *hand);
s32 bgun_tick_inc_attack_empty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgun_tick_inc_attack(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
bool bgun_is_ready_to_switch(s32 handnum);
bool bgun_can_free_weapon(s32 handnum);
bool bgun0f09bf44(s32 handnum);
s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgunTickIncState2(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgunTickInc(struct handweaponinfo *info, s32 handnum, s32 lvupdate);
bool bgunSetState(s32 handnum, s32 state);
void bgunTickHand(s32 handnum);
void bgunTickSwitch(void);
void bgunInitHandAnims(void);
f32 bgunGetNoiseRadius(s32 handnum);
void bgunDecreaseNoiseRadius(void);
void bgunCalculateBlend(s32 hand);
void bgunUpdateBlend(struct hand *hand, s32 handnum);
s32 bgun_tick_inc_change_gun(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgun_tick_inc_state2(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgun_tick_inc(struct handweaponinfo *info, s32 handnum, s32 lvupdate);
bool bgun_set_state(s32 handnum, s32 state);
void bgun_tick_hand(s32 handnum);
void bgun_tick_switch(void);
void bgun_init_hand_anims(void);
f32 bgun_get_noise_radius(s32 handnum);
void bgun_decrease_noise_radius(void);
void bgun_calculate_blend(s32 hand);
void bgun_update_blend(struct hand *hand, s32 handnum);
void bgun0f09d8dc(f32 breathing, f32 arg1, f32 arg2, f32 arg3, f32 arg4);
bool bgunIsLoaded(void);
u32 bgunGetGunMemType(void);
u8 *bgunGetGunMem(void);
u32 bgunCalculateGunMemCapacity(void);
void bgunFreeGunMem(void);
void bgunSetGunMemWeapon(s32 weaponnum);
void bgunEnterFlux(void);
bool bgunChangeGunMem(s32 newowner);
void bgunTickGunLoad(void);
void bgunTickMasterLoad(void);
void bgunTickLoad(void);
bool bgunLoadAll(void);
struct modeldef *bgunGetCartModeldef(void);
bool bgun_is_loaded(void);
u32 bgun_get_gun_mem_type(void);
u8 *bgun_get_gun_mem(void);
u32 bgun_calculate_gun_mem_capacity(void);
void bgun_free_gun_mem(void);
void bgun_set_gun_mem_weapon(s32 weaponnum);
void bgun_enter_flux(void);
bool bgun_change_gun_mem(s32 newowner);
void bgun_tick_gun_load(void);
void bgun_tick_master_load(void);
void bgun_tick_load(void);
bool bgun_load_all(void);
struct modeldef *bgun_get_cart_modeldef(void);
void bgun0f09ebcc(struct defaultobj *obj, struct coord *coord, RoomNum *rooms, Mtxf *matrix1, struct coord *velocity, Mtxf *matrix2, struct prop *prop, struct coord *pos);
void bgun0f09ed2c(struct defaultobj *obj, struct coord *coord, Mtxf *arg2, struct coord *velocity, Mtxf *arg4);
struct defaultobj *bgunCreateThrownProjectile2(struct chrdata *chr, struct gset *gset, struct coord *pos, RoomNum *rooms, Mtxf *arg4, struct coord *velocity);
void bgunCreateThrownProjectile(s32 handnum, struct gset *gset);
void bgunUpdateHeldRocket(s32 handnum);
void bgunCreateHeldRocket(s32 handnum, struct weaponfunc_shootprojectile *func);
void bgunFreeHeldRocket(s32 handnum);
void bgunCreateFiredProjectile(s32 handnum);
void bgunSwivel(f32 autoaimx, f32 autoaimy, f32 crossdamp, f32 aimdamp);
void bgunSwivelWithDamp(f32 screenx, f32 screeny, f32 damp);
void bgunSwivelWithoutDamp(f32 arg0, f32 arg1);
void bgunGetCrossPos(f32 *x, f32 *y);
struct defaultobj *bgun_create_thrown_projectile2(struct chrdata *chr, struct gset *gset, struct coord *pos, RoomNum *rooms, Mtxf *arg4, struct coord *velocity);
void bgun_create_thrown_projectile(s32 handnum, struct gset *gset);
void bgun_update_held_rocket(s32 handnum);
void bgun_create_held_rocket(s32 handnum, struct weaponfunc_shootprojectile *func);
void bgun_free_held_rocket(s32 handnum);
void bgun_create_fired_projectile(s32 handnum);
void bgun_swivel(f32 autoaimx, f32 autoaimy, f32 crossdamp, f32 aimdamp);
void bgun_swivel_with_damp(f32 screenx, f32 screeny, f32 damp);
void bgun_swivel_without_damp(f32 arg0, f32 arg1);
void bgun_get_cross_pos(f32 *x, f32 *y);
void bgun0f0a0c08(struct coord *arg0, struct coord *arg1);
void bgun0f0a0c44(s32 handnum, struct coord *arg1, struct coord *arg2);
void bgunCalculatePlayerShotSpread(struct coord *arg0, struct coord *arg1, s32 handnum, bool dorandom);
void bgunCalculateBotShotSpread(struct coord *arg0, s32 weaponnum, s32 funcnum, bool arg3, s32 crouchpos, bool dual);
void bgunSetLastShootInfo(struct coord *pos, struct coord *dir, s32 handnum);
s32 bgunGetShotsToTake(s32 handnum);
void bgunFreeWeapon(s32 handnum);
void bgunTickSwitch2(void);
void bgunEquipWeapon(s32 weaponnum);
s32 bgunGetWeaponNum(s32 handnum);
void bgun_calculate_player_shot_spread(struct coord *arg0, struct coord *arg1, s32 handnum, bool dorandom);
void bgun_calculate_bot_shot_spread(struct coord *arg0, s32 weaponnum, s32 funcnum, bool arg3, s32 crouchpos, bool dual);
void bgun_set_last_shoot_info(struct coord *pos, struct coord *dir, s32 handnum);
s32 bgun_get_shots_to_take(s32 handnum);
void bgun_free_weapon(s32 handnum);
void bgun_tick_switch2(void);
void bgun_equip_weapon(s32 weaponnum);
s32 bgun_get_weapon_num(s32 handnum);
bool bgun0f0a1a10(s32 weaponnum);
s32 bgunGetSwitchToWeapon(s32 handnum);
void bgunSwitchToPrevious(void);
void bgunCycleForward(void);
void bgunCycleBack(void);
bool bgunHasAmmoForWeapon(s32 weaponnum);
void bgunAutoSwitchWeapon(void);
void bgunEquipWeapon2(s32 handnum, s32 weaponnum);
s32 bgunIsFiring(s32 handnum);
s32 bgunGetAttackType(s32 handnum);
char *bgunGetName(s32 weaponnum);
u16 bgunGetNameId(s32 weaponnum);
char *bgunGetShortName(s32 arg0);
void bgunReloadIfPossible(s32 handnum);
void bgunSetAdjustPos(f32 angle);
void bgunStartSlide(s32 handnum);
void bgunUpdateSlide(s32 handnum);
s32 bgun_get_switch_to_weapon(s32 handnum);
void bgun_switch_to_previous(void);
void bgun_cycle_forward(void);
void bgun_cycle_back(void);
bool bgun_has_ammo_for_weapon(s32 weaponnum);
void bgun_auto_switch_weapon(void);
void bgun_equip_weapon2(s32 handnum, s32 weaponnum);
s32 bgun_is_firing(s32 handnum);
s32 bgun_get_attack_type(s32 handnum);
char *bgun_get_name(s32 weaponnum);
u16 bgun_get_name_id(s32 weaponnum);
char *bgun_get_short_name(s32 arg0);
void bgun_reload_if_possible(s32 handnum);
void bgun_set_adjust_pos(f32 angle);
void bgun_start_slide(s32 handnum);
void bgun_update_slide(s32 handnum);
f32 bgun0f0a2498(f32 arg0, f32 arg1, f32 arg2, f32 arg3);
void bgun0f0a24f0(struct coord *arg0, s32 handnum);
bool bgun0f0a27c8(void);
void bgunHandlePlayerDead(void);
bool bgunIsMissionCritical(s32 weaponnum);
void bgunDisarm(struct prop *attacker);
void bgunExecuteModelCmdList(s32 *arg0);
s32 bgunCreateModelCmdList(struct model *model, struct modelnode *node, s32 *ptr);
void bgunStartDetonateAnimation(s32 playernum);
void bgunUpdateGangsta(struct hand *hand, s32 handnum, struct coord *arg2, struct weaponfunc *funcdef, Mtxf *arg4, Mtxf *arg5);
void bgunUpdateSmoke(struct hand *hand, s32 handnum, s32 weaponnum, struct weaponfunc *funcdef);
void bgunUpdateLasersight(struct hand *hand, struct modeldef *modeldef, s32 handnum, u8 *allocation);
void bgunUpdateReaper(struct hand *hand, struct modeldef *modeldef);
void bgunUpdateSniperRifle(struct modeldef *modeldef, u8 *allocation);
void bgunUpdateDevastator(struct hand *hand, u8 *allocation, struct modeldef *modeldef);
void bgunUpdateShotgun(struct hand *hand, u8 *allocation, bool *arg2, struct modeldef *modeldef);
void bgunUpdateLaser(struct hand *hand);
void bgunUpdateMagnum(struct hand *hand, s32 handnum, struct modeldef *modeldef, Mtxf *mtx);
void bgunUpdateRocketLauncher(struct hand *hand, s32 handnum, struct weaponfunc_shootprojectile *func);
void bgun_handle_player_dead(void);
bool bgun_is_mission_critical(s32 weaponnum);
void bgun_disarm(struct prop *attacker);
void bgun_execute_model_cmd_list(s32 *arg0);
s32 bgun_create_model_cmd_list(struct model *model, struct modelnode *node, s32 *ptr);
void bgun_start_detonate_animation(s32 playernum);
void bgun_update_gangsta(struct hand *hand, s32 handnum, struct coord *arg2, struct weaponfunc *funcdef, Mtxf *arg4, Mtxf *arg5);
void bgun_update_smoke(struct hand *hand, s32 handnum, s32 weaponnum, struct weaponfunc *funcdef);
void bgun_update_lasersight(struct hand *hand, struct modeldef *modeldef, s32 handnum, u8 *allocation);
void bgun_update_reaper(struct hand *hand, struct modeldef *modeldef);
void bgun_update_sniper_rifle(struct modeldef *modeldef, u8 *allocation);
void bgun_update_devastator(struct hand *hand, u8 *allocation, struct modeldef *modeldef);
void bgun_update_shotgun(struct hand *hand, u8 *allocation, bool *arg2, struct modeldef *modeldef);
void bgun_update_laser(struct hand *hand);
void bgun_update_magnum(struct hand *hand, s32 handnum, struct modeldef *modeldef, Mtxf *mtx);
void bgun_update_rocket_launcher(struct hand *hand, s32 handnum, struct weaponfunc_shootprojectile *func);
void bgun0f0a45d0(struct hand *hand, struct modeldef *modeldef, bool isdetonator);
void bgunTickEject(struct hand *hand, struct modeldef *modeldef, bool isdetonator);
void bgun_tick_eject(struct hand *hand, struct modeldef *modeldef, bool isdetonator);
void bgun0f0a4e44(struct hand *hand, struct weapon *weapondef, struct modeldef *modeldef, struct weaponfunc *funcdef, s32 maxburst, u8 *allocation, s32 weaponnum, bool **arg7, s32 mtxindex, Mtxf *arg9, Mtxf *arg10);
void bgunCreateFx(struct hand *hand, s32 handnum, struct weaponfunc *funcdef, s32 weaponnum, struct modeldef *modeldef, u8 *allocation);
void bgun_create_fx(struct hand *hand, s32 handnum, struct weaponfunc *funcdef, s32 weaponnum, struct modeldef *modeldef, u8 *allocation);
void bgun0f0a5550(s32 handnum);
void bgunTickMaulerCharge(void);
void bgunTickGameplay2(void);
s32 bgunAllocateFireslot(void);
void bgunRender(Gfx **gdl);
struct sndstate **bgunAllocateAudioHandle(void);
void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum);
void bgunPlayGlassHitSound(struct coord *pos, RoomNum *rooms, s32 texturenum);
void bgunPlayBgHitSound(struct gset *gset, struct coord *hitpos, s32 texturenum, RoomNum *rooms);
void bgunSetTriggerOn(s32 handnum, bool on);
s32 bgunConsiderToggleGunFunction(s32 usedowntime, bool trigpressed, bool fromactivemenu);
void bgun_tick_mauler_charge(void);
void bgun_tick_gameplay2(void);
s32 bgun_allocate_fireslot(void);
void bgun_render(Gfx **gdl);
struct sndstate **bgun_allocate_audio_handle(void);
void bgun_play_prop_hit_sound(struct gset *gset, struct prop *prop, s32 texturenum);
void bgun_play_glass_hit_sound(struct coord *pos, RoomNum *rooms, s32 texturenum);
void bgun_play_bg_hit_sound(struct gset *gset, struct coord *hitpos, s32 texturenum, RoomNum *rooms);
void bgun_set_trigger_on(s32 handnum, bool on);
s32 bgun_consider_toggle_gun_function(s32 usedowntime, bool trigpressed, bool fromactivemenu);
void bgun0f0a8c50(void);
bool bgunIsUsingSecondaryFunction(void);
void bgunTickGameplay(bool triggeron);
void bgunSetPassiveMode(bool enable);
void bgunSetAimType(u32 aimtype);
void bgunSetAimPos(struct coord *coord);
void bgunSetHitPos(struct coord *coord);
bool bgun_is_using_secondary_function(void);
void bgun_tick_gameplay(bool triggeron);
void bgun_set_passive_mode(bool enable);
void bgun_set_aim_type(u32 aimtype);
void bgun_set_aim_pos(struct coord *coord);
void bgun_set_hit_pos(struct coord *coord);
void bgun0f0a9494(u32 operation);
void bgun0f0a94d0(u32 operation, struct coord *pos, struct coord *rot);
void bgunSetGunAmmoVisible(u32 reason, bool enable);
void bgunSetAmmoQuantity(s32 ammotype, s32 quantity);
s32 bgunGetReservedAmmoCount(s32 type);
s32 bgunGetAmmoCount(s32 ammotype);
s32 bgunGetCapacityByAmmotype(s32 ammotype);
bool bgunAmmotypeAllowsUnlimitedAmmo(u32 ammotype);
void bgunGiveMaxAmmo(bool force);
u32 bgunGetAmmoTypeForWeapon(u32 weaponnum, u32 func);
s32 bgunGetAmmoQtyForWeapon(u32 weaponnum, u32 func);
void bgunSetAmmoQtyForWeapon(u32 weaponnum, u32 func, u32 quantity);
s32 bgunGetAmmoCapacityForWeapon(s32 weaponnum, s32 func);
Gfx *bgunDrawHudString(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour);
Gfx *bgunDrawHudInteger(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour);
void bgunResetAbmag(struct abmag *abmag);
void bgun_set_gun_ammo_visible(u32 reason, bool enable);
void bgun_set_ammo_quantity(s32 ammotype, s32 quantity);
s32 bgun_get_reserved_ammo_count(s32 type);
s32 bgun_get_ammo_count(s32 ammotype);
s32 bgun_get_capacity_by_ammotype(s32 ammotype);
bool bgun_ammotype_allows_unlimited_ammo(u32 ammotype);
void bgun_give_max_ammo(bool force);
u32 bgun_get_ammo_type_for_weapon(u32 weaponnum, u32 func);
s32 bgun_get_ammo_qty_for_weapon(u32 weaponnum, u32 func);
void bgun_set_ammo_qty_for_weapon(u32 weaponnum, u32 func, u32 quantity);
s32 bgun_get_ammo_capacity_for_weapon(s32 weaponnum, s32 func);
Gfx *bgun_draw_hud_string(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour);
Gfx *bgun_draw_hud_integer(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour);
void bgun_reset_abmag(struct abmag *abmag);
void bgun0f0a9da8(struct abmag *abmag, s32 remaining, s32 capacity, s32 height);
Gfx *bgunDrawHudGauge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct abmag *abmag, s32 remaining, s32 capacity, u32 vacantcolour, u32 occupiedcolour, bool flip);
Gfx *bgunDrawHud(Gfx *gdl);
void bgunAddBoost(s32 arg0);
void bgunSubtractBoost(s32 arg0);
void bgunApplyBoost(void);
void bgunRevertBoost(void);
void bgunTickBoost(void);
void bgunSetSightVisible(u32 bits, bool visible);
Gfx *bgunDrawSight(Gfx *gdl);
Gfx *bgun_draw_hud_gauge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct abmag *abmag, s32 remaining, s32 capacity, u32 vacantcolour, u32 occupiedcolour, bool flip);
Gfx *bgun_draw_hud(Gfx *gdl);
void bgun_add_boost(s32 arg0);
void bgun_subtract_boost(s32 arg0);
void bgun_apply_boost(void);
void bgun_revert_boost(void);
void bgun_tick_boost(void);
void bgun_set_sight_visible(u32 bits, bool visible);
Gfx *bgun_draw_sight(Gfx *gdl);
void bgun0f0abd30(s32 handnum);
s32 bgunGetWeaponNum2(s32 handnum);
s8 bgunFreeFireslotWrapper(s32 fireslot);
s8 bgunFreeFireslot(s32 fireslot);
s32 bgun_get_weapon_num2(s32 handnum);
s8 bgun_free_fireslot_wrapper(s32 fireslot);
s8 bgun_free_fireslot(s32 fireslot);
#endif
+1 -1
View File
@@ -4,6 +4,6 @@
#include "data.h"
#include "types.h"
void bgunReset(void);
void bgun_reset(void);
#endif
+11 -11
View File
@@ -4,17 +4,17 @@
#include "data.h"
#include "types.h"
void bheadReset(void);
void bhead_reset(void);
void bheadFlipAnimation(void);
void bheadUpdateIdleRoll(void);
void bheadUpdatePos(struct coord *vel);
void bheadUpdateRot(struct coord *lookvel, struct coord *upvel);
void bheadSetDamp(f32 headdamp);
void bheadUpdate(f32 arg0, f32 arg1);
void bheadAdjustAnimation(f32 speed);
void bheadStartDeathAnimation(s16 animnum, u32 flip, f32 fstarttime, f32 speed);
void bheadSetSpeed(f32 speed);
f32 bheadGetBreathingValue(void);
void bhead_flip_animation(void);
void bhead_update_idle_roll(void);
void bhead_update_pos(struct coord *vel);
void bhead_update_rot(struct coord *lookvel, struct coord *upvel);
void bhead_set_damp(f32 headdamp);
void bhead_update(f32 arg0, f32 arg1);
void bhead_adjust_animation(f32 speed);
void bhead_start_death_animation(s16 animnum, u32 flip, f32 fstarttime, f32 speed);
void bhead_set_speed(f32 speed);
f32 bhead_get_breathing_value(void);
#endif
+35 -35
View File
@@ -4,44 +4,44 @@
#include "data.h"
#include "types.h"
void bmoveSetControlDef(u32 controldef);
void bmoveSetAutoMoveCentreEnabled(bool enabled);
void bmoveSetAutoAimY(bool enabled);
bool bmoveIsAutoAimYEnabled(void);
bool bmoveIsAutoAimYEnabledForCurrentWeapon(void);
bool bmoveIsInSightAimMode(void);
void bmoveUpdateAutoAimYProp(struct prop *prop, f32 autoaimy);
void bmoveSetAutoAimX(bool enabled);
bool bmoveIsAutoAimXEnabled(void);
bool bmoveIsAutoAimXEnabledForCurrentWeapon(void);
void bmoveUpdateAutoAimXProp(struct prop *prop, f32 autoaimx);
struct prop *bmoveGetHoverbike(void);
struct prop *bmoveGetGrabbedProp(void);
void bmoveGrabProp(struct prop *prop);
void bmoveSetMode(u32 movemode);
void bmoveSetModeForAllPlayers(u32 movemode);
void bmoveHandleActivate(void);
void bmoveApplyMoveData(struct movedata *data);
void bmoveUpdateSpeedTheta(void);
f32 bmoveGetSpeedVertaLimit(f32 value);
void bmoveUpdateSpeedVerta(f32 value);
f32 bmoveGetSpeedThetaControlLimit(f32 value);
void bmoveUpdateSpeedThetaControl(f32 value);
f32 bmoveCalculateLookahead(void);
void bmoveResetMoveData(struct movedata *data);
void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool ignorec2);
void bmoveFindEnteredRoomsByPos(struct player *player, struct coord *arg1, RoomNum *rooms);
void bmoveFindEnteredRooms(struct player *player, RoomNum *rooms);
void bmoveUpdateRooms(struct player *player);
void bmove_set_control_def(u32 controldef);
void bmove_set_auto_move_centre_enabled(bool enabled);
void bmove_set_auto_aim_y(bool enabled);
bool bmove_is_auto_aim_y_enabled(void);
bool bmove_is_auto_aim_y_enabled_for_current_weapon(void);
bool bmove_is_in_sight_aim_mode(void);
void bmove_update_auto_aim_y_prop(struct prop *prop, f32 autoaimy);
void bmove_set_auto_aim_x(bool enabled);
bool bmove_is_auto_aim_x_enabled(void);
bool bmove_is_auto_aim_x_enabled_for_current_weapon(void);
void bmove_update_auto_aim_x_prop(struct prop *prop, f32 autoaimx);
struct prop *bmove_get_hoverbike(void);
struct prop *bmove_get_grabbed_prop(void);
void bmove_grab_prop(struct prop *prop);
void bmove_set_mode(u32 movemode);
void bmove_set_mode_for_all_players(u32 movemode);
void bmove_handle_activate(void);
void bmove_apply_move_data(struct movedata *data);
void bmove_update_speed_theta(void);
f32 bmove_get_speed_verta_limit(f32 value);
void bmove_update_speed_verta(f32 value);
f32 bmove_get_speed_theta_control_limit(f32 value);
void bmove_update_speed_theta_control(f32 value);
f32 bmove_calculate_lookahead(void);
void bmove_reset_move_data(struct movedata *data);
void bmove_process_input(bool allowc1x, bool allowc1y, bool allowc1buttons, bool ignorec2);
void bmove_find_entered_rooms_by_pos(struct player *player, struct coord *arg1, RoomNum *rooms);
void bmove_find_entered_rooms(struct player *player, RoomNum *rooms);
void bmove_update_rooms(struct player *player);
void bmove0f0cb904(struct coord *coord);
void bmove0f0cba88(f32 *a, f32 *b, struct coord *c, f32 mult1, f32 mult2);
void bmoveUpdateMoveInitSpeed(struct coord *newpos);
void bmoveTick(bool allowc1x, bool allowc1y, bool allowc1buttons, bool ignorec2);
void bmoveUpdateVerta(void);
void bmove_update_move_init_speed(struct coord *newpos);
void bmove_tick(bool allowc1x, bool allowc1y, bool allowc1buttons, bool ignorec2);
void bmove_update_verta(void);
void bmove0f0cc19c(struct coord *arg);
void bmoveUpdateHead(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4);
void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4);
void bmove0f0cc654(f32 arg0, f32 arg1, f32 arg2);
s32 bmoveGetCrouchPos(void);
s32 bmoveGetCrouchPosByPlayer(s32 playernum);
s32 bmove_get_crouch_pos(void);
s32 bmove_get_crouch_pos_by_player(s32 playernum);
#endif
+21 -21
View File
@@ -4,27 +4,27 @@
#include "data.h"
#include "types.h"
Gfx *bviewDrawIrRect(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2);
Gfx *bviewCopyPixels(Gfx *gdl, u16 *fb, s32 top, u32 tile, s32 arg4, f32 arg5, s32 left, s32 width);
Gfx *bviewDrawFisheyeRect(Gfx *gdl, s32 arg1, f32 arg2, s32 arg3, s32 arg4);
Gfx *bviewPrepareStaticRgba16(Gfx *gdl, u32 colour, u32 alpha);
Gfx *bviewPrepareStaticI8(Gfx *gdl, u32 colour, u32 alpha);
Gfx *bviewDrawMotionBlur(Gfx *gdl, u32 colour, u32 alpha);
Gfx *bviewDrawStatic(Gfx *gdl, u32 arg1, s32 arg2);
Gfx *bviewDrawSlayerRocketInterlace(Gfx *gdl, u32 arg1, u32 arg2);
Gfx *bviewDrawFilmInterlace(Gfx *gdl, u32 colour, u32 alpha);
Gfx *bviewDrawZoomBlur(Gfx *gdl, u32 colour, s32 alpha, f32 arg3, f32 arg4);
Gfx *bview_draw_ir_rect(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2);
Gfx *bview_copy_pixels(Gfx *gdl, u16 *fb, s32 top, u32 tile, s32 arg4, f32 arg5, s32 left, s32 width);
Gfx *bview_draw_fisheye_rect(Gfx *gdl, s32 arg1, f32 arg2, s32 arg3, s32 arg4);
Gfx *bview_prepare_static_rgba16(Gfx *gdl, u32 colour, u32 alpha);
Gfx *bview_prepare_static_i8(Gfx *gdl, u32 colour, u32 alpha);
Gfx *bview_draw_motion_blur(Gfx *gdl, u32 colour, u32 alpha);
Gfx *bview_draw_static(Gfx *gdl, u32 arg1, s32 arg2);
Gfx *bview_draw_slayer_rocket_interlace(Gfx *gdl, u32 arg1, u32 arg2);
Gfx *bview_draw_film_interlace(Gfx *gdl, u32 colour, u32 alpha);
Gfx *bview_draw_zoom_blur(Gfx *gdl, u32 colour, s32 alpha, f32 arg3, f32 arg4);
f32 bview0f142d74(s32 arg0, f32 arg1, f32 arg2, f32 arg3);
Gfx *bviewDrawFisheye(Gfx *gdl, u32 colour, u32 alpha, s32 shuttertime60, s8 startuptimer60, u8 hit);
Gfx *bviewDrawEyespySideRect(Gfx *gdl, s32 *points, u8 r, u8 g, u8 b, u8 alpha);
Gfx *bviewDrawEyespyMetrics(Gfx *gdl);
Gfx *bviewDrawNvLens(Gfx *gdl);
Gfx *bviewDrawIrLens(Gfx *gdl);
Gfx *bviewDrawIntroText(Gfx *gdl);
Gfx *bviewDrawHorizonScanner(Gfx *gdl);
Gfx *bviewDrawIrBinoculars(Gfx *gdl);
void bviewSetMotionBlur(u32 bluramount);
void bviewClearMotionBlur(void);
Gfx *bviewDrawNvBinoculars(Gfx *gdl);
Gfx *bview_draw_fisheye(Gfx *gdl, u32 colour, u32 alpha, s32 shuttertime60, s8 startuptimer60, u8 hit);
Gfx *bview_draw_eyespy_side_rect(Gfx *gdl, s32 *points, u8 r, u8 g, u8 b, u8 alpha);
Gfx *bview_draw_eyespy_metrics(Gfx *gdl);
Gfx *bview_draw_nv_lens(Gfx *gdl);
Gfx *bview_draw_ir_lens(Gfx *gdl);
Gfx *bview_draw_intro_text(Gfx *gdl);
Gfx *bview_draw_horizon_scanner(Gfx *gdl);
Gfx *bview_draw_ir_binoculars(Gfx *gdl);
void bview_set_motion_blur(u32 bluramount);
void bview_clear_motion_blur(void);
Gfx *bview_draw_nv_binoculars(Gfx *gdl);
#endif
+18 -18
View File
@@ -4,31 +4,31 @@
#include "data.h"
#include "types.h"
void bwalkInit(void);
void bwalkSetSwayTarget(s32 value);
void bwalkAdjustCrouchPos(s32 value);
void bwalk_init(void);
void bwalk_set_sway_target(s32 value);
void bwalk_adjust_crouch_pos(s32 value);
void bwalk0f0c3b38(struct coord *param_1, struct defaultobj *obj);
s32 bwalkTryMoveUpwards(f32 amount);
bool bwalkCalculateNewPosition(struct coord *vel, f32 rotateamount, bool apply, f32 extrawidth, s32 arg4);
bool bwalkCalculateNewPositionWithPush(struct coord *delta, f32 rotateamount, bool apply, f32 extrawidth, s32 types);
s32 bwalk_try_move_upwards(f32 amount);
bool bwalk_calculate_new_position(struct coord *vel, f32 rotateamount, bool apply, f32 extrawidth, s32 arg4);
bool bwalk_calculate_new_position_with_push(struct coord *delta, f32 rotateamount, bool apply, f32 extrawidth, s32 types);
s32 bwalk0f0c4764(struct coord *delta, struct coord *arg1, struct coord *arg2, s32 types);
s32 bwalk0f0c47d0(struct coord *a, struct coord *b, struct coord *c, struct coord *d, struct coord *e, s32 types);
s32 bwalk0f0c494c(struct coord *a, struct coord *b, struct coord *c, s32 types);
s32 bwalk0f0c4a5c(struct coord *a, struct coord *b, struct coord *c, s32 types);
void bwalk0f0c4d98(void);
void bwalkUpdateSpeedSideways(f32 targetspeed, f32 accelspeed, s32 mult);
void bwalkUpdateSpeedForwards(f32 targetspeed, f32 accelspeed);
void bwalkUpdateVertical(void);
void bwalkApplyCrouchSpeed(void);
void bwalkUpdateCrouchOffsetReal(void);
void bwalkUpdateCrouchOffset(void);
void bwalkUpdateTheta(void);
void bwalk_update_speed_sideways(f32 targetspeed, f32 accelspeed, s32 mult);
void bwalk_update_speed_forwards(f32 targetspeed, f32 accelspeed);
void bwalk_update_vertical(void);
void bwalk_apply_crouch_speed(void);
void bwalk_update_crouch_offset_real(void);
void bwalk_update_crouch_offset(void);
void bwalk_update_theta(void);
void bwalk0f0c63bc(struct coord *arg0, u32 arg1, s32 types);
void bwalkUpdatePrevPos(void);
void bwalkHandleActivate(void);
void bwalkApplyMoveData(struct movedata *data);
void bwalkUpdateSpeedTheta(void);
void bwalk_update_prev_pos(void);
void bwalk_handle_activate(void);
void bwalk_apply_move_data(struct movedata *data);
void bwalk_update_speed_theta(void);
void bwalk0f0c69b8(void);
void bwalkTick(void);
void bwalk_tick(void);
#endif
+5 -5
View File
@@ -4,10 +4,10 @@
#include "data.h"
#include "types.h"
bool bossfileLoadFull(void);
u32 bossfileFindFileId(void);
void bossfileLoad(void);
void bossfileSave(void);
void bossfileSetDefaults(void);
bool bossfile_load_full(void);
u32 bossfile_find_file_id(void);
void bossfile_load(void);
void bossfile_save(void);
void bossfile_set_defaults(void);
#endif
+48 -48
View File
@@ -4,60 +4,60 @@
#include "data.h"
#include "types.h"
bool botroomFindPos(RoomNum room, struct coord *pos, f32 *angleptr, s32 *padnumptr, s32 *covernumptr);
bool botroom_find_pos(RoomNum room, struct coord *pos, f32 *angleptr, s32 *padnumptr, s32 *covernumptr);
bool botIsDizzy(struct chrdata *chr);
void botReset(struct chrdata *chr, u8 respawning);
void botSpawn(struct chrdata *chr, u8 full);
void botSpawnAll(void);
bool bot_is_dizzy(struct chrdata *chr);
void bot_reset(struct chrdata *chr, u8 respawning);
void bot_spawn(struct chrdata *chr, u8 full);
void bot_spawn_all(void);
u32 add87654321(u32 value);
u32 botPickupProp(struct prop *prop, struct chrdata *chr);
bool botTestPropForPickup(struct prop *prop, struct chrdata *chr);
void botCheckPickups(struct chrdata *chr);
s32 botGuessCrouchPos(struct chrdata *chr);
bool botApplyMovement(struct chrdata *chr);
bool botIsAboutToAttack(struct chrdata *chr, bool arg1);
s32 botTick(struct prop *prop);
f32 botCalculateMaxSpeed(struct chrdata *chr);
u32 bot_pickup_prop(struct prop *prop, struct chrdata *chr);
bool bot_test_prop_for_pickup(struct prop *prop, struct chrdata *chr);
void bot_check_pickups(struct chrdata *chr);
s32 bot_guess_crouch_pos(struct chrdata *chr);
bool bot_apply_movement(struct chrdata *chr);
bool bot_is_about_to_attack(struct chrdata *chr, bool arg1);
s32 bot_tick(struct prop *prop);
f32 bot_calculate_max_speed(struct chrdata *chr);
#if VERSION >= VERSION_NTSC_1_0
void botUpdateLateral(struct chrdata *chr, f32 *move, s32 numupdates, f32 arg3);
void bot_update_lateral(struct chrdata *chr, f32 *move, s32 numupdates, f32 arg3);
#else
void botUpdateLateral(struct chrdata *chr, f32 *move);
void bot_update_lateral(struct chrdata *chr, f32 *move);
#endif
void botDisarm(struct chrdata *chr, struct prop *attacker);
void botSetTarget(struct chrdata *chr, s32 propnum);
bool botIsTargetInvisible(struct chrdata *botchr, struct chrdata *otherchr);
bool botHasGround(struct chrdata *chr);
void botUpdateZeroAngle(struct chrdata *chr);
bool botPassesPeaceCheck(struct chrdata *botchr, struct chrdata *otherchr);
bool botPassesCowardCheck(struct chrdata *botchr, struct chrdata *otherchr);
void botChooseGeneralTarget(struct chrdata *chr);
void botScheduleReload(struct chrdata *chr, s32 handnum);
struct prop *botFindPickup(struct chrdata *chr, s32 criteria);
s32 botGetNumOpponentsInHill(struct chrdata *chr);
void botTickUnpaused(struct chrdata *chr);
s32 botIsObjCollectable(struct defaultobj *obj);
s32 botGetWeaponNum(struct chrdata *chr);
u8 botGetTargetsWeaponNum(struct chrdata *chr);
char *botGetCommandName(s32 command);
void botApplyAttack(struct chrdata *chr, struct prop *prop);
void botApplyFollow(struct chrdata *chr, struct prop *prop);
void botApplyProtect(struct chrdata *chr, struct prop *prop);
void botApplyDefend(struct chrdata *chr, struct coord *pos, RoomNum *room, f32 angle);
void botApplyHold(struct chrdata *chr, struct coord *pos, RoomNum *room, f32 angle);
void botApplyScenarioCommand(struct chrdata *chr, u32 arg1);
bool botCanFollow(struct chrdata *leader, struct chrdata *follower);
s32 botFindTeammateToFollow(struct chrdata *chr, f32 range);
bool botCanDoCriticalPickup(struct chrdata *chr);
struct prop *botFindDefaultPickup(struct chrdata *chr);
struct prop *botFindAnyPickup(struct chrdata *chr);
s32 botGetTeamSize(struct chrdata *chr);
s32 botGetCountInTeamDoingCommand(struct chrdata *self, u32 command, bool includeself);
s32 botIsChrsCtcTokenHeld(struct chrdata *chr);
bool botShouldReturnCtcToken(struct chrdata *chr);
s32 botGetNumTeammatesDefendingHill(struct chrdata *bot);
void botCheckFetch(struct chrdata *chr);
void bot_disarm(struct chrdata *chr, struct prop *attacker);
void bot_set_target(struct chrdata *chr, s32 propnum);
bool bot_is_target_invisible(struct chrdata *botchr, struct chrdata *otherchr);
bool bot_has_ground(struct chrdata *chr);
void bot_update_zero_angle(struct chrdata *chr);
bool bot_passes_peace_check(struct chrdata *botchr, struct chrdata *otherchr);
bool bot_passes_coward_check(struct chrdata *botchr, struct chrdata *otherchr);
void bot_choose_general_target(struct chrdata *chr);
void bot_schedule_reload(struct chrdata *chr, s32 handnum);
struct prop *bot_find_pickup(struct chrdata *chr, s32 criteria);
s32 bot_get_num_opponents_in_hill(struct chrdata *chr);
void bot_tick_unpaused(struct chrdata *chr);
s32 bot_is_obj_collectable(struct defaultobj *obj);
s32 bot_get_weapon_num(struct chrdata *chr);
u8 bot_get_targets_weapon_num(struct chrdata *chr);
char *bot_get_command_name(s32 command);
void bot_apply_attack(struct chrdata *chr, struct prop *prop);
void bot_apply_follow(struct chrdata *chr, struct prop *prop);
void bot_apply_protect(struct chrdata *chr, struct prop *prop);
void bot_apply_defend(struct chrdata *chr, struct coord *pos, RoomNum *room, f32 angle);
void bot_apply_hold(struct chrdata *chr, struct coord *pos, RoomNum *room, f32 angle);
void bot_apply_scenario_command(struct chrdata *chr, u32 arg1);
bool bot_can_follow(struct chrdata *leader, struct chrdata *follower);
s32 bot_find_teammate_to_follow(struct chrdata *chr, f32 range);
bool bot_can_do_critical_pickup(struct chrdata *chr);
struct prop *bot_find_default_pickup(struct chrdata *chr);
struct prop *bot_find_any_pickup(struct chrdata *chr);
s32 bot_get_team_size(struct chrdata *chr);
s32 bot_get_count_in_team_doing_command(struct chrdata *self, u32 command, bool includeself);
s32 bot_is_chrs_ctc_token_held(struct chrdata *chr);
bool bot_should_return_ctc_token(struct chrdata *chr);
s32 bot_get_num_teammates_defending_hill(struct chrdata *bot);
void bot_check_fetch(struct chrdata *chr);
#endif
+17 -17
View File
@@ -4,22 +4,22 @@
#include "data.h"
#include "types.h"
s32 botactGetAmmoTypeByFunction(s32 weaponnum, s32 funcnum);
s32 botactGetClipCapacityByFunction(s32 weaponnum, u32 funcnum);
void botactReload(struct chrdata *chr, s32 handnum, bool withsound);
s32 botactGetAmmoQuantityByWeapon(struct aibot *aibot, s32 weaponnum, s32 funcnum, bool include_equipped);
s32 botactGetAmmoQuantityByType(struct aibot *aibot, s32 ammotype, bool include_equipped);
s32 botactTryRemoveAmmoFromReserve(struct aibot *aibot, s32 weaponnum, s32 funcnum, s32 qty);
void botactGiveAmmoByWeapon(struct aibot *aibot, s32 weaponnum, s32 funcnum, s32 qty);
void botactGiveAmmoByType(struct aibot *aibot, u32 ammotype, s32 quantity);
bool botactShootFarsight(struct chrdata *chr, s32 arg1, struct coord *arg2, struct coord *arg3);
bool botactIsWeaponThrowable(s32 weaponnum, bool is_secondary);
u32 botactGetProjectileThrowInterval(u32 weapon);
s32 botactGetWeaponByAmmoType(s32 ammotype);
void botactThrow(struct chrdata *chr);
s32 botactGetShootInterval60(s32 weaponnum, s32 funcnum);
bool botactFindRocketRoute(struct chrdata *chr, struct coord *frompos, struct coord *topos, RoomNum *fromrooms, RoomNum *torooms, struct projectile *projectile);
void botactGetRocketNextStepPos(u16 padnum, struct coord *pos);
void botactCreateSlayerRocket(struct chrdata *chr);
s32 botact_get_ammo_type_by_function(s32 weaponnum, s32 funcnum);
s32 botact_get_clip_capacity_by_function(s32 weaponnum, u32 funcnum);
void botact_reload(struct chrdata *chr, s32 handnum, bool withsound);
s32 botact_get_ammo_quantity_by_weapon(struct aibot *aibot, s32 weaponnum, s32 funcnum, bool include_equipped);
s32 botact_get_ammo_quantity_by_type(struct aibot *aibot, s32 ammotype, bool include_equipped);
s32 botact_try_remove_ammo_from_reserve(struct aibot *aibot, s32 weaponnum, s32 funcnum, s32 qty);
void botact_give_ammo_by_weapon(struct aibot *aibot, s32 weaponnum, s32 funcnum, s32 qty);
void botact_give_ammo_by_type(struct aibot *aibot, u32 ammotype, s32 quantity);
bool botact_shoot_farsight(struct chrdata *chr, s32 arg1, struct coord *arg2, struct coord *arg3);
bool botact_is_weapon_throwable(s32 weaponnum, bool is_secondary);
u32 botact_get_projectile_throw_interval(u32 weapon);
s32 botact_get_weapon_by_ammo_type(s32 ammotype);
void botact_throw(struct chrdata *chr);
s32 botact_get_shoot_interval60(s32 weaponnum, s32 funcnum);
bool botact_find_rocket_route(struct chrdata *chr, struct coord *frompos, struct coord *topos, RoomNum *fromrooms, RoomNum *torooms, struct projectile *projectile);
void botact_get_rocket_next_step_pos(u16 padnum, struct coord *pos);
void botact_create_slayer_rocket(struct chrdata *chr);
#endif
+2 -2
View File
@@ -4,7 +4,7 @@
#include "data.h"
#include "types.h"
void botcmdTickDistMode(struct chrdata *chr);
void botcmdApply(struct chrdata *chr, u32 command);
void botcmd_tick_dist_mode(struct chrdata *chr);
void botcmd_apply(struct chrdata *chr, u32 command);
#endif
+22 -22
View File
@@ -4,27 +4,27 @@
#include "data.h"
#include "types.h"
void botinvClear(struct chrdata *chr);
struct invitem *botinvGetFreeSlot(struct chrdata *chr);
struct invitem *botinvGetItem(struct chrdata *chr, s32 weaponnum);
void botinvRemoveItem(struct chrdata *chr, s32 weaponnum);
u32 botinvGetItemType(struct chrdata *chr, u32 weaponnum);
bool botinvGiveSingleWeapon(struct chrdata *chr, u32 weaponnum);
void botinvGiveDualWeapon(struct chrdata *chr, u32 weaponnum);
s16 botinvGetWeaponPad(struct chrdata *chr, u32 weaponnum);
bool botinvGiveProp(struct chrdata *chr, struct prop *prop);
void botinvScoreAllWeapons(struct chrdata *chr, s32 *weaponnums, s32 *scores1, s32 *scores2);
bool mpHasShield(void);
s32 mpGetWeaponSlotByWeaponNum(s32 weaponnum);
void botinvScoreWeapon(struct chrdata *chr, s32 weaponnum, s32 funcnum, s32 ifammo, bool dual, s32 *dst1, s32 *dst2, bool arg7, bool learn);
void botinvScoreWeaponAgainstTarget(struct chrdata *chr, s32 weaponnum, s32 funcnum, s32 ifammo, bool dual, s32 *dst1, s32 *dst2);
void botinvScoreWeaponByItself(struct chrdata *chr, s32 weaponnum, s32 funcnum, s32 ifammo, bool dual, s32 *dst1, s32 *dst2);
s32 botinvGetDistConfig(s32 weaponnum, s32 funcnum);
bool botinvAllowsWeapon(struct chrdata *chr, s32 weaponnum, s32 funcnum);
void botinvTick(struct chrdata *chr);
bool botinvSwitchToWeapon(struct chrdata *chr, s32 weaponnum, s32 funcnum);
void botinvDrop(struct chrdata *chr, s32 weaponnum, u8 dropall);
void botinvDropAll(struct chrdata *chr, u32 weaponnum);
void botinvDropOne(struct chrdata *chr, u32 weaponnum);
void botinv_clear(struct chrdata *chr);
struct invitem *botinv_get_free_slot(struct chrdata *chr);
struct invitem *botinv_get_item(struct chrdata *chr, s32 weaponnum);
void botinv_remove_item(struct chrdata *chr, s32 weaponnum);
u32 botinv_get_item_type(struct chrdata *chr, u32 weaponnum);
bool botinv_give_single_weapon(struct chrdata *chr, u32 weaponnum);
void botinv_give_dual_weapon(struct chrdata *chr, u32 weaponnum);
s16 botinv_get_weapon_pad(struct chrdata *chr, u32 weaponnum);
bool botinv_give_prop(struct chrdata *chr, struct prop *prop);
void botinv_score_all_weapons(struct chrdata *chr, s32 *weaponnums, s32 *scores1, s32 *scores2);
bool mp_has_shield(void);
s32 mp_get_weapon_slot_by_weapon_num(s32 weaponnum);
void botinv_score_weapon(struct chrdata *chr, s32 weaponnum, s32 funcnum, s32 ifammo, bool dual, s32 *dst1, s32 *dst2, bool arg7, bool learn);
void botinv_score_weapon_against_target(struct chrdata *chr, s32 weaponnum, s32 funcnum, s32 ifammo, bool dual, s32 *dst1, s32 *dst2);
void botinv_score_weapon_by_itself(struct chrdata *chr, s32 weaponnum, s32 funcnum, s32 ifammo, bool dual, s32 *dst1, s32 *dst2);
s32 botinv_get_dist_config(s32 weaponnum, s32 funcnum);
bool botinv_allows_weapon(struct chrdata *chr, s32 weaponnum, s32 funcnum);
void botinv_tick(struct chrdata *chr);
bool botinv_switch_to_weapon(struct chrdata *chr, s32 weaponnum, s32 funcnum);
void botinv_drop(struct chrdata *chr, s32 weaponnum, u8 dropall);
void botinv_drop_all(struct chrdata *chr, u32 weaponnum);
void botinv_drop_one(struct chrdata *chr, u32 weaponnum);
#endif
+1 -1
View File
@@ -4,6 +4,6 @@
#include "data.h"
#include "types.h"
void botinvInit(struct chrdata *chr, s32 maxitems);
void botinv_init(struct chrdata *chr, s32 maxitems);
#endif
+2 -2
View File
@@ -4,7 +4,7 @@
#include "data.h"
#include "types.h"
void botmgrRemoveAll(void);
void botmgrAllocateBot(s32 chrnum, s32 aibotnum);
void botmgr_remove_all(void);
void botmgr_allocate_bot(s32 chrnum, s32 aibotnum);
#endif
+6 -6
View File
@@ -10,13 +10,13 @@ void func0f149e58(u8 *arg0, u32 size);
void func0f14a00c(bool arg0);
struct var8007f8e0 *func0f14a06c(s32 index);
void func0f14a16c(s32 arg0);
char *phGetStyleName(s32 stylenum);
char *phGetColourName(s32 colournum);
char *ph_get_style_name(s32 stylenum);
char *ph_get_colour_name(s32 colournum);
struct var8007f8dc *func0f14a20c(void);
void func0f14a240(void);
bool func0f14a2fc(s32 index, u32 line, char *file);
void pheadInit(void);
void pheadReset(void);
void phead_init(void);
void phead_reset(void);
void func0f14a52c(void);
void func0f14a560(void);
void func0f14a594(s32 arg0);
@@ -86,8 +86,8 @@ void phead0f14fdb0(s32 arg0[8][8], u8 **arg1);
void func0f14ff94(struct var8007f8e0 *arg0);
void func0f150068(struct var8007f8e0 *arg0, s32 arg1);
bool func0f15015c(s8 device, s32 filenum, u8 *arg2);
void phGetGuid(s32 index, struct fileguid *guid);
void pheadInit2(void);
void ph_get_guid(s32 index, struct fileguid *guid);
void phead_init2(void);
extern const char var7f1b6050[];
extern const char var7f1b6058[];
+29 -29
View File
@@ -4,45 +4,45 @@
#include "data.h"
#include "types.h"
void camSetScreenSize(f32 width, f32 height);
void camSetScreenPosition(f32 left, f32 top);
void camSetPerspective(f32 near, f32 fovy, f32 aspect);
void cam_set_screen_size(f32 width, f32 height);
void cam_set_screen_position(f32 left, f32 top);
void cam_set_perspective(f32 near, f32 fovy, f32 aspect);
f32 cam0f0b49b8(f32 arg0);
void camSetScale(void);
void cam_set_scale(void);
void cam0f0b4c3c(f32 pos2d[2], struct coord *dir2d, f32 arg2);
void cam0f0b4d04(struct coord *in, f32 *out);
void cam0f0b4d68(struct coord *in, f32 out[2]);
void cam0f0b4dec(struct coord *in, f32 out[2]);
void cam0f0b4e68(f32 in[2], f32 divisor, f32 out[2]);
void cam0f0b4eb8(struct coord *arg0, f32 arg1[2], f32 zoom, f32 aspect);
void camSetMtxL1738(Mtx *mtx);
void camSetMtxL173c(Mtx *mtx);
Mtx *camGetMtxL173c(void);
void camSetMtxF006c(Mtxf *mtx);
Mtxf *camGetMtxF006c(void);
void camSetPerspectiveMtxL(Mtx *value);
Mtx *camGetPerspectiveMtxL(void);
void camSetOrthogonalMtxL(Mtx *mtx);
Mtx *camGetOrthogonalMtxL(void);
void camSetWorldToScreenMtxf(Mtxf *mtx);
void cam_set_mtxl1738(Mtx *mtx);
void cam_set_mtxl173c(Mtx *mtx);
Mtx *cam_get_mtxl173c(void);
void cam_set_mtxf006c(Mtxf *mtx);
Mtxf *cam_get_mtxf006c(void);
void cam_set_perspective_mtxl(Mtx *value);
Mtx *cam_get_perspective_mtxl(void);
void cam_set_orthogonal_mtxl(Mtx *mtx);
Mtx *cam_get_orthogonal_mtxl(void);
void cam_set_world_to_screen_mtxf(Mtxf *mtx);
Mtxf *cam0f0b5050(u8 *arg0);
Mtxf *cam0f0b53a4(u8 *arg0);
Mtxf *camGetWorldToScreenMtxf(void);
void camSetMtxF1754(Mtxf *mtx);
Mtxf *camGetMtxF1754(void);
void camSetProjectionMtxF(Mtxf *mtx);
Mtxf *camGetProjectionMtxF(void);
void camSetLookAt(LookAt *lookat);
LookAt *camGetLookAt(void);
f32 camGetLodScaleZ(void);
f32 camGetScreenWidth(void);
f32 camGetScreenHeight(void);
f32 camGetScreenLeft(void);
f32 camGetScreenTop(void);
f32 camGetPerspAspect(void);
Mtxf *cam_get_world_to_screen_mtxf(void);
void cam_set_mtxf1754(Mtxf *mtx);
Mtxf *cam_get_mtxf1754(void);
void cam_set_projection_mtxf(Mtxf *mtx);
Mtxf *cam_get_projection_mtxf(void);
void cam_set_look_at(LookAt *lookat);
LookAt *cam_get_look_at(void);
f32 cam_get_lod_scale_z(void);
f32 cam_get_screen_width(void);
f32 cam_get_screen_height(void);
f32 cam_get_screen_left(void);
f32 cam_get_screen_top(void);
f32 cam_get_persp_aspect(void);
void cam0f0b5838(void);
bool cam0f0b5b9c(struct coord *arg0, f32 arg1);
bool camIsPosInScreenBox(struct coord *pos, f32 arg1, struct drawslot *drawslot);
bool camIsPosInFovAndVisibleRoom(RoomNum *rooms, struct coord *pos, f32 arg2);
bool cam_is_pos_in_screen_box(struct coord *pos, f32 arg1, struct drawslot *drawslot);
bool cam_is_pos_in_fov_and_visible_room(RoomNum *rooms, struct coord *pos, f32 arg2);
#endif
+3 -3
View File
@@ -4,8 +4,8 @@
#include "data.h"
#include "types.h"
void casingsReset(void);
void casingTick(struct casing *arg0);
void casingsTick(void);
void casings_reset(void);
void casing_tick(struct casing *arg0);
void casings_tick(void);
#endif
+39 -39
View File
@@ -7,45 +7,45 @@
extern u32 g_MpChallengeIndex;
extern struct mpconfigfull *g_MpCurrentChallengeConfig;
void challengesInit(void);
void challenges_init(void);
void challengeDetermineUnlockedFeatures(void);
void challengePerformSanityChecks(void);
char *challengeGetNameBySlot(s32 slot);
bool challengeIsCompletedByAnyChrWithNumPlayersBySlot(s32 slot, s32 numplayers);
struct mpconfigfull *challengeLoadConfig(s32 confignum, u8 *buffer, s32 len);
s32 challengeForceUnlockFeature(s32 featurenum, u8 *array, s32 tail, s32 len);
s32 challengeForceUnlockSetupFeatures(struct mpsetup *mpsetup, u8 *array, s32 len);
void challengeForceUnlockConfigFeatures(struct mpconfig *config, u8 *array, s32 len, s32 challengeindex);
void challengeForceUnlockBotFeatures(void);
void challengeApply(void);
char *challengeGetCurrentDescription(void);
char *challengeGetConfigDescription(struct mpconfigfull *mpconfig);
bool challengeIsCompleteForEndscreen(void);
bool aiMpInitSimulants(void);
void vmPrintStatsIfEnabled(void);
bool challengeIsAvailableToPlayer(s32 chrnum, s32 challengeindex);
bool challengeIsAvailableToAnyPlayer(s32 challengeindex);
s32 challengeGetNumAvailable(void);
char *challengeGetName(s32 challengeindex);
void challengeSetCurrentBySlot(s32 slotnum);
s32 challengeGetCurrent(void);
struct mpconfigfull *challengeLoad(s32 challengeindex, u8 *buffer, s32 len);
struct mpconfigfull *challengeLoadBySlot(s32 n, u8 *buffer, s32 len);
struct mpconfigfull *challengeLoadCurrent(u8 *buffer, s32 len);
void challengeRemoveForceUnlocks(void);
s32 challengeRemovePlayerLock(void);
void challengeLoadAndStoreCurrent(u8 *buffer, s32 len);
void challengeUnsetCurrent(void);
bool challengeIsLoaded(void);
s32 challengeGetAutoFocusedIndex(s32 mpchrnum);
char *challengeGetName2(s32 playernum, s32 challengeindex);
bool challengeIsCompletedByPlayerWithNumPlayers2(s32 mpchrnum, s32 index, s32 numplayers);
bool challengeIsCompletedByAnyPlayerWithNumPlayers(s32 index, s32 numplayers);
void challengeSetCompletedByAnyPlayerWithNumPlayers(s32 index, s32 numplayers, bool completed);
bool challengeIsCompletedByPlayerWithNumPlayers(s32 mpchrnum, s32 index, s32 numplayers);
void challengeSetCompletedByPlayerWithNumPlayers(u32 mpchrnum, s32 index, s32 numplayers, bool completed);
void challengeConsiderMarkingComplete(void);
bool challengeIsFeatureUnlocked(s32 feature);
void challenge_determine_unlocked_features(void);
void challenge_perform_sanity_checks(void);
char *challenge_get_name_by_slot(s32 slot);
bool challenge_is_completed_by_any_chr_with_num_players_by_slot(s32 slot, s32 numplayers);
struct mpconfigfull *challenge_load_config(s32 confignum, u8 *buffer, s32 len);
s32 challenge_force_unlock_feature(s32 featurenum, u8 *array, s32 tail, s32 len);
s32 challenge_force_unlock_setup_features(struct mpsetup *mpsetup, u8 *array, s32 len);
void challenge_force_unlock_config_features(struct mpconfig *config, u8 *array, s32 len, s32 challengeindex);
void challenge_force_unlock_bot_features(void);
void challenge_apply(void);
char *challenge_get_current_description(void);
char *challenge_get_config_description(struct mpconfigfull *mpconfig);
bool challenge_is_complete_for_endscreen(void);
bool ai_mp_init_simulants(void);
void vm_print_stats_if_enabled(void);
bool challenge_is_available_to_player(s32 chrnum, s32 challengeindex);
bool challenge_is_available_to_any_player(s32 challengeindex);
s32 challenge_get_num_available(void);
char *challenge_get_name(s32 challengeindex);
void challenge_set_current_by_slot(s32 slotnum);
s32 challenge_get_current(void);
struct mpconfigfull *challenge_load(s32 challengeindex, u8 *buffer, s32 len);
struct mpconfigfull *challenge_load_by_slot(s32 n, u8 *buffer, s32 len);
struct mpconfigfull *challenge_load_current(u8 *buffer, s32 len);
void challenge_remove_force_unlocks(void);
s32 challenge_remove_player_lock(void);
void challenge_load_and_store_current(u8 *buffer, s32 len);
void challenge_unset_current(void);
bool challenge_is_loaded(void);
s32 challenge_get_auto_focused_index(s32 mpchrnum);
char *challenge_get_name2(s32 playernum, s32 challengeindex);
bool challenge_is_completed_by_player_with_num_players2(s32 mpchrnum, s32 index, s32 numplayers);
bool challenge_is_completed_by_any_player_with_num_players(s32 index, s32 numplayers);
void challenge_set_completed_by_any_player_with_num_players(s32 index, s32 numplayers, bool completed);
bool challenge_is_completed_by_player_with_num_players(s32 mpchrnum, s32 index, s32 numplayers);
void challenge_set_completed_by_player_with_num_players(u32 mpchrnum, s32 index, s32 numplayers, bool completed);
void challenge_consider_marking_complete(void);
bool challenge_is_feature_unlocked(s32 feature);
#endif
+16 -16
View File
@@ -12,21 +12,21 @@ extern struct menudialogdef g_CheatsClassicWeaponsMenuDialog;
extern struct menudialogdef g_CheatsWeaponsMenuDialog;
extern struct menudialogdef g_CheatsBuddiesMenuDialog;
u32 cheatIsUnlocked(s32 cheat_id);
bool cheatIsActive(s32 cheat_id);
void cheatActivate(s32 cheat_id);
void cheatDeactivate(s32 cheat_id);
void cheatsInit(void);
void cheatsReset(void);
char *cheatGetNameIfUnlocked(struct menuitem *item);
char *cheatGetMarquee(struct menuitem *item);
s32 cheatGetByTimedStageIndex(s32 stage_index, s32 difficulty);
s32 cheatGetByCompletedStageIndex(s32 stage_index);
s32 cheatGetTime(s32 cheat_id);
char *cheatGetName(s32 cheat_id);
MenuDialogHandlerResult cheatMenuHandleDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult cheatCheckboxMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult cheatMenuHandleBuddyCheckbox(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult cheatMenuHandleTurnOffAllCheats(s32 operation, struct menuitem *item, union handlerdata *data);
u32 cheat_is_unlocked(s32 cheat_id);
bool cheat_is_active(s32 cheat_id);
void cheat_activate(s32 cheat_id);
void cheat_deactivate(s32 cheat_id);
void cheats_init(void);
void cheats_reset(void);
char *cheat_get_name_if_unlocked(struct menuitem *item);
char *cheat_get_marquee(struct menuitem *item);
s32 cheat_get_by_timed_stage_index(s32 stage_index, s32 difficulty);
s32 cheat_get_by_completed_stage_index(s32 stage_index);
s32 cheat_get_time(s32 cheat_id);
char *cheat_get_name(s32 cheat_id);
MenuDialogHandlerResult cheat_menu_handle_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult cheat_checkbox_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult cheat_menu_handle_buddy_checkbox(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult cheat_menu_handle_turn_off_all_cheats(s32 operation, struct menuitem *item, union handlerdata *data);
#endif
+64 -64
View File
@@ -4,9 +4,9 @@
#include "data.h"
#include "types.h"
void chrSetChrnum(struct chrdata *chr, s16 chrnum);
void chrDeregister(s32 chrnum);
void chrCalculatePushPos(struct chrdata *chr, struct coord *pos, RoomNum *rooms, bool arg3);
void chr_set_chrnum(struct chrdata *chr, s16 chrnum);
void chr_deregister(s32 chrnum);
void chr_calculate_push_pos(struct chrdata *chr, struct coord *pos, RoomNum *rooms, bool arg3);
#if VERSION >= VERSION_NTSC_1_0
bool chr0f01f264(struct chrdata *chr, struct coord *pos, RoomNum *rooms, f32 arg3, bool arg4);
@@ -15,85 +15,85 @@ bool chr0f01f264(struct chrdata *chr, struct coord *pos, RoomNum *rooms, f32 arg
#endif
bool chr0f01f378(struct model *model, struct coord *arg1, struct coord *arg2, f32 *mangroundptr);
s32 chrsGetNumFree(void);
s16 chrsGetNextUnusedChrnum(void);
s32 chrs_get_num_free(void);
s16 chrs_get_next_unused_chrnum(void);
struct prop *chr0f020b14(struct prop *prop, struct model *model, struct coord *pos, RoomNum *rooms, f32 arg3, u8 *ailist);
void chrRemove(struct prop *prop, bool free);
void chrUpdateAimProperties(struct chrdata *chr);
void chrFlinchBody(struct chrdata *chr);
void chrFlinchHead(struct chrdata *chr, f32 arg1);
f32 chrGetFlinchAmount(struct chrdata *chr);
void chr_remove(struct prop *prop, bool free);
void chr_update_aim_properties(struct chrdata *chr);
void chr_flinch_body(struct chrdata *chr);
void chr_flinch_head(struct chrdata *chr, f32 arg1);
f32 chr_get_flinch_amount(struct chrdata *chr);
void chr0f021fa8(struct chrdata *chr, struct coord *pos, RoomNum *rooms);
void chr0f0220ec(struct chrdata *chr, s32 lvupdate240, bool arg2);
void chr0f022214(struct chrdata *chr, struct prop *child, bool fulltick);
void chrUpdateCloak(struct chrdata *chr);
s32 chrGetCloakAlpha(struct chrdata *chr);
void chrSetPoisoned(struct chrdata *chr, struct prop *poisonprop);
void chrTickPoisoned(struct chrdata *chr);
bool chrTickBeams(struct prop *prop);
s32 chrTick(struct prop *prop);
void chrDropConcealedItems(struct chrdata *chr);
void chrSetHudpieceVisible(struct chrdata *chr, bool visible);
void chrDropItemsForOwnerReap(struct chrdata *chr);
void chr_update_cloak(struct chrdata *chr);
s32 chr_get_cloak_alpha(struct chrdata *chr);
void chr_set_poisoned(struct chrdata *chr, struct prop *poisonprop);
void chr_tick_poisoned(struct chrdata *chr);
bool chr_tick_beams(struct prop *prop);
s32 chr_tick(struct prop *prop);
void chr_drop_concealed_items(struct chrdata *chr);
void chr_set_hudpiece_visible(struct chrdata *chr, bool visible);
void chr_drop_items_for_owner_reap(struct chrdata *chr);
void chr0f0246e4(u8 *arg0);
bool chr0f024738(struct chrdata *chr);
bool chr0f024b18(struct model *model, struct modelnode *node);
void chrRenderAttachedObject(struct prop *prop, struct modelrenderdata *renderdata, bool xlupass, struct chrdata *chr);
void chrGetBloodColour(s16 bodynum, u8 *colour1, u32 *colour2);
Gfx *chrRender(struct prop *prop, Gfx *gdl, bool xlupass);
void chrEmitSparks(struct chrdata *chr, struct prop *prop, s32 hitpart, struct coord *coord, struct coord *coord2, struct chrdata *chr2);
void chr_render_attached_object(struct prop *prop, struct modelrenderdata *renderdata, bool xlupass, struct chrdata *chr);
void chr_get_blood_colour(s16 bodynum, u8 *colour1, u32 *colour2);
Gfx *chr_render(struct prop *prop, Gfx *gdl, bool xlupass);
void chr_emit_sparks(struct chrdata *chr, struct prop *prop, s32 hitpart, struct coord *coord, struct coord *coord2, struct chrdata *chr2);
void chr0f0260c4(struct model *model, s32 hitpart, struct modelnode *node, struct coord *arg3);
void chrBruise(struct model *model, s32 hitpart, struct modelnode *node, struct coord *arg3);
void chrDisfigure(struct chrdata *chr, struct coord *exppos, f32 damageradius);
f32 chrGetHitRadius(struct chrdata *chr);
void chrTestHit(struct prop *prop, struct shotdata *shotdata, bool isshooting, bool cheap);
void chrHit(struct shotdata *shotdata, struct hit *hit);
void chr_bruise(struct model *model, s32 hitpart, struct modelnode *node, struct coord *arg3);
void chr_disfigure(struct chrdata *chr, struct coord *exppos, f32 damageradius);
f32 chr_get_hit_radius(struct chrdata *chr);
void chr_test_hit(struct prop *prop, struct shotdata *shotdata, bool isshooting, bool cheap);
void chr_hit(struct shotdata *shotdata, struct hit *hit);
void chr0f028498(bool value);
void chrsCheckForNoise(f32 noiseradius);
bool chrCalculateAutoAim(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3);
void chrs_check_for_noise(f32 noiseradius);
bool chr_calculate_auto_aim(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3);
s32 chr0f028e18(struct prop *arg0, struct modelnode *node, struct model *model, struct prop *arg3);
bool chr0f028e6c(s32 arg0, struct prop *prop, struct prop **propptr, struct modelnode **nodeptr, struct model **modelptr);
void shieldhitCreate(struct prop *prop, f32 shield, struct prop *arg2, struct modelnode *node, struct model *model, s32 side, s16 *arg6);
void shieldhitRemove(struct shieldhit *shieldhit);
void shieldhitsRemoveByProp(struct prop *prop);
void shieldhit_create(struct prop *prop, f32 shield, struct prop *arg2, struct modelnode *node, struct model *model, s32 side, s16 *arg6);
void shieldhit_remove(struct shieldhit *shieldhit);
void shieldhits_remove_by_prop(struct prop *prop);
s32 chr0f02932c(struct prop *prop, s32 arg1);
s32 chr0f0293ec(struct prop *prop, s32 arg1);
s32 chr0f0294cc(struct prop *prop, s32 arg1);
void chr0f0295f8(f32 arg0, s32 *arg1, s32 *arg2, s32 *arg3);
f32 propGetShieldThing(struct prop **propptr);
Gfx *chrRenderShieldComponent(Gfx *gdl, struct shieldhit *hit, struct prop *prop, struct model *model, struct modelnode *node, s32 side, s32 arg6, s32 arg7, s32 alpha);
Gfx *shieldhitRender(Gfx *gdl, struct prop *prop1, struct prop *prop2, s32 alpha, bool arg4, s32 cmnum1, s32 cmnum2, s32 cmnum3, s32 cmnum4);
Gfx *chrRenderCloak(Gfx *gdl, struct prop *chr1, struct prop *chr2);
Gfx *chrRenderShield(Gfx *gdl, struct chrdata *chr, u32 alpha);
void shieldhitsTick(void);
void chrSetDrCarollImages(struct chrdata *drcaroll, s32 imageleft, s32 imageright);
s32 chrsGetNumSlots(void);
void chrRegister(s32 chrnum, s32 chrindex);
Vtx *chrAllocateVertices(s32 numvertices);
void chrsSetVar8006297c(u32 arg0);
u32 chrsGetVar8006297c(void);
void chrsSetVar80062980(u32 arg0);
u32 chrsGetVar80062980(void);
void chrSetPerimEnabled(struct chrdata *chr, bool enable);
void chrSetMaxDamage(struct chrdata *chr, f32 maxdamage);
f32 chrGetMaxDamage(struct chrdata *chr);
void chrAddHealth(struct chrdata *chr, f32 health);
f32 chrGetArmor(struct chrdata *chr);
void chrInit(struct prop *prop, u8 *ailist);
struct prop *chrAllocate(struct model *model, struct coord *pos, RoomNum *rooms, f32 faceangle, u8 *ailist);
void chrClearReferences(s32 propnum);
f32 prop_get_shield_thing(struct prop **propptr);
Gfx *chr_render_shield_component(Gfx *gdl, struct shieldhit *hit, struct prop *prop, struct model *model, struct modelnode *node, s32 side, s32 arg6, s32 arg7, s32 alpha);
Gfx *shieldhit_render(Gfx *gdl, struct prop *prop1, struct prop *prop2, s32 alpha, bool arg4, s32 cmnum1, s32 cmnum2, s32 cmnum3, s32 cmnum4);
Gfx *chr_render_cloak(Gfx *gdl, struct prop *chr1, struct prop *chr2);
Gfx *chr_render_shield(Gfx *gdl, struct chrdata *chr, u32 alpha);
void shieldhits_tick(void);
void chr_set_dr_caroll_images(struct chrdata *drcaroll, s32 imageleft, s32 imageright);
s32 chrs_get_num_slots(void);
void chr_register(s32 chrnum, s32 chrindex);
Vtx *chr_allocate_vertices(s32 numvertices);
void chrs_set_var8006297c(u32 arg0);
u32 chrs_get_var8006297c(void);
void chrs_set_var80062980(u32 arg0);
u32 chrs_get_var80062980(void);
void chr_set_perim_enabled(struct chrdata *chr, bool enable);
void chr_set_max_damage(struct chrdata *chr, f32 maxdamage);
f32 chr_get_max_damage(struct chrdata *chr);
void chr_add_health(struct chrdata *chr, f32 health);
f32 chr_get_armor(struct chrdata *chr);
void chr_init(struct prop *prop, u8 *ailist);
struct prop *chr_allocate(struct model *model, struct coord *pos, RoomNum *rooms, f32 faceangle, u8 *ailist);
void chr_clear_references(s32 propnum);
void chr0f022084(struct chrdata *chr, RoomNum *room);
void chr0f0220ac(struct chrdata *chr);
void chrCloak(struct chrdata *chr, bool arg1);
void chrUncloak(struct chrdata *chr, bool value);
void chrUncloakTemporarily(struct chrdata *chr);
void chr_cloak(struct chrdata *chr, bool arg1);
void chr_uncloak(struct chrdata *chr, bool value);
void chr_uncloak_temporarily(struct chrdata *chr);
void chr0f02472c(void);
void chr0f028490(f32 arg1);
struct chrdata *chrFindByLiteralId(s32 chrnum);
struct prop *chrGetHeldProp(struct chrdata *chr, s32 hand);
struct prop *chrGetHeldUsableProp(struct chrdata *chr, s32 hand);
struct prop *chrGetTargetProp(struct chrdata *chr);
bool chrUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
void chrGetBbox(struct prop *prop, f32 *radius, f32 *ymax, f32 *ymin);
struct chrdata *chr_find_by_literal_id(s32 chrnum);
struct prop *chr_get_held_prop(struct chrdata *chr, s32 hand);
struct prop *chr_get_held_usable_prop(struct chrdata *chr, s32 hand);
struct prop *chr_get_target_prop(struct chrdata *chr);
bool chr_update_geometry(struct prop *prop, u8 **start, u8 **end);
void chr_get_bbox(struct prop *prop, f32 *radius, f32 *ymax, f32 *ymin);
#endif
+298 -298
View File
@@ -5,334 +5,334 @@
#include "types.h"
f32 func0f02dff0(s16 animnum);
bool chrGoPosIsWaiting(struct chrdata *chr);
bool weaponIsOneHanded(struct prop *prop);
f32 chrGetRangedSpeed(struct chrdata *chr, f32 min, f32 max);
s32 chrGetPercentageOfSlowness(struct chrdata *chr, s32 percentage);
f32 chrGetRangedArghSpeed(struct chrdata *chr, f32 min, f32 max);
f32 chrGetAttackEntityRelativeAngle(struct chrdata *chr, s32 attackflags, s32 entityid);
f32 chrGetAttackEntityDistance(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chr_go_pos_is_waiting(struct chrdata *chr);
bool weapon_is_one_handed(struct prop *prop);
f32 chr_get_ranged_speed(struct chrdata *chr, f32 min, f32 max);
s32 chr_get_percentage_of_slowness(struct chrdata *chr, s32 percentage);
f32 chr_get_ranged_argh_speed(struct chrdata *chr, f32 min, f32 max);
f32 chr_get_attack_entity_relative_angle(struct chrdata *chr, s32 attackflags, s32 entityid);
f32 chr_get_attack_entity_distance(struct chrdata *chr, u32 attackflags, s32 entityid);
void func0f02e3dc(struct coord *a, struct coord *b, struct coord *c, struct coord *d, struct coord *dst);
void func0f02e4f8(struct coord *arg0, struct coord *arg1, struct coord *dst);
f32 func0f02e550(struct prop *prop, f32 arg1, f32 arg2, u32 cdtypes, f32 ymax, f32 ymin);
f32 func0f02e684(struct prop *prop, f32 arg1, f32 arg2);
void chrChooseStandAnimation(struct chrdata *chr, f32 mergetime);
void chrStand(struct chrdata *chr);
bool chrFaceCover(struct chrdata *chr);
void chrKneelChooseAnimation(struct chrdata *chr);
void chrStartAlarmChooseAnimation(struct chrdata *chr);
void chrThrowGrenadeChooseAnimation(struct chrdata *chr);
void chrSurprisedChooseAnimation(struct chrdata *chr);
void chrDoSurprisedOneHand(struct chrdata *chr);
void chrSurrenderChooseAnimation(struct chrdata *chr);
void chrSidestepChooseAnimation(struct chrdata *chr);
void chrJumpOutChooseAnimation(struct chrdata *chr);
void chrRunPosChooseAnimation(struct chrdata *chr);
void chrAttackStand(struct chrdata *chr, u32 attackflags, s32 entityid);
void chrAttackLie(struct chrdata *chr, u32 attackflags, s32 entityid);
void chrAttackKneel(struct chrdata *chr, u32 attackflags, s32 entityid);
void chrAttackWalkChooseAnimation(struct chrdata *chr);
void chrAttackWalk(struct chrdata *chr, bool run);
void chrAttackRollChooseAnimation(struct chrdata *chr);
void chrAttackRoll(struct chrdata *chr, bool toleft);
void chrStartAnim(struct chrdata *chr, s32 animnum, f32 startframe, f32 endframe, u8 chranimflags, s32 merge, f32 speed);
void chr_choose_stand_animation(struct chrdata *chr, f32 mergetime);
void chr_stand(struct chrdata *chr);
bool chr_face_cover(struct chrdata *chr);
void chr_kneel_choose_animation(struct chrdata *chr);
void chr_start_alarm_choose_animation(struct chrdata *chr);
void chr_throw_grenade_choose_animation(struct chrdata *chr);
void chr_surprised_choose_animation(struct chrdata *chr);
void chr_do_surprised_one_hand(struct chrdata *chr);
void chr_surrender_choose_animation(struct chrdata *chr);
void chr_sidestep_choose_animation(struct chrdata *chr);
void chr_jump_out_choose_animation(struct chrdata *chr);
void chr_run_pos_choose_animation(struct chrdata *chr);
void chr_attack_stand(struct chrdata *chr, u32 attackflags, s32 entityid);
void chr_attack_lie(struct chrdata *chr, u32 attackflags, s32 entityid);
void chr_attack_kneel(struct chrdata *chr, u32 attackflags, s32 entityid);
void chr_attack_walk_choose_animation(struct chrdata *chr);
void chr_attack_walk(struct chrdata *chr, bool run);
void chr_attack_roll_choose_animation(struct chrdata *chr);
void chr_attack_roll(struct chrdata *chr, bool toleft);
void chr_start_anim(struct chrdata *chr, s32 animnum, f32 startframe, f32 endframe, u8 chranimflags, s32 merge, f32 speed);
void func0f031254(struct chrdata *chr);
void chrAttack(struct chrdata *chr, struct attackanimgroup **animgroups, bool flip, bool *firing, u32 attackflags, s32 entityid, bool standing);
void chrAttackAmount(struct chrdata *chr, u32 attackflags, u32 entityid, u32 maxshots);
void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hitpart, struct gset *gset, bool knockout, s32 aplayernum);
void chrBeginArgh(struct chrdata *chr, f32 angle, s32 hitpart);
void chrReactToDamage(struct chrdata *chr, struct coord *dir, f32 angle, s32 hitpart, struct gset *gset, s32 playernum);
void chrYeetFromPos(struct chrdata *chr, struct coord *pos, f32 arg2);
s32 gsetGetBlurAmount(struct gset *gset);
void chrKnockOut(struct chrdata *chr, f32 angle, s32 hitpart, struct gset *gset);
bool chrIsAnimPreventingArgh(struct chrdata *chr, f32 *arg1);
void chrChoke(struct chrdata *chr, s32 choketype);
void chrSetShield(struct chrdata *chr, f32 shield);
void chr_attack(struct chrdata *chr, struct attackanimgroup **animgroups, bool flip, bool *firing, u32 attackflags, s32 entityid, bool standing);
void chr_attack_amount(struct chrdata *chr, u32 attackflags, u32 entityid, u32 maxshots);
void chr_begin_death(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hitpart, struct gset *gset, bool knockout, s32 aplayernum);
void chr_begin_argh(struct chrdata *chr, f32 angle, s32 hitpart);
void chr_react_to_damage(struct chrdata *chr, struct coord *dir, f32 angle, s32 hitpart, struct gset *gset, s32 playernum);
void chr_yeet_from_pos(struct chrdata *chr, struct coord *pos, f32 arg2);
s32 gset_get_blur_amount(struct gset *gset);
void chr_knock_out(struct chrdata *chr, f32 angle, s32 hitpart, struct gset *gset);
bool chr_is_anim_preventing_argh(struct chrdata *chr, f32 *arg1);
void chr_choke(struct chrdata *chr, s32 choketype);
void chr_set_shield(struct chrdata *chr, f32 shield);
bool func0f034080(struct chrdata *chr, struct modelnode *node, struct prop *prop, struct model *model, s32 side, s16 *arg5);
void chrDamageByMisc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop);
void chrDamageByLaser(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop);
void chr_damage_by_misc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop);
void chr_damage_by_laser(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop);
void func0f0341dc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, s32 hitpart, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg10);
void chrDamageByImpact(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, s32 arg5);
void chrDamageByExplosion(struct chrdata *chr, f32 damage, struct coord *vector, struct prop *prop, struct coord *explosionpos);
void playerUpdateDamageStats(struct prop *attacker, struct prop *victim, f32 damage);
void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *aprop, s32 hitpart, bool damageshield, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg11, bool explosion, struct coord *explosionpos);
void chr_damage_by_impact(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, s32 arg5);
void chr_damage_by_explosion(struct chrdata *chr, f32 damage, struct coord *vector, struct prop *prop, struct coord *explosionpos);
void player_update_damage_stats(struct prop *attacker, struct prop *victim, f32 damage);
void chr_damage(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *aprop, s32 hitpart, bool damageshield, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg11, bool explosion, struct coord *explosionpos);
bool func0f03645c(struct chrdata *chr, struct coord *arg1, RoomNum *arg2, struct coord *arg3, struct coord *arg4, s32 cdtypes);
bool func0f03654c(struct chrdata *chr, struct coord *pos, RoomNum *rooms, struct coord *pos2, RoomNum *rooms2, struct coord *vector, f32 arg6, u32 types);
bool propchrHasClearLineToPos(struct prop *prop, struct coord *dstpos, struct coord *vector);
bool propchrHasClearLineInVector(struct prop *prop, struct coord *coord, f32 arg2);
bool propchr_has_clear_line_to_pos(struct prop *prop, struct coord *dstpos, struct coord *vector);
bool propchr_has_clear_line_in_vector(struct prop *prop, struct coord *coord, f32 arg2);
bool func0f036974(struct prop *prop, struct coord *coord);
void chrGetSideVectorToTarget(struct chrdata *chr, bool side, struct coord *vector);
bool chrCanRollInDirection(struct chrdata *chr, bool toleft, f32 distance);
void chrGetSideVector(struct chrdata *chr, bool side, struct coord *vector);
bool chrCanJumpInDirection(struct chrdata *chr, bool side, f32 distance);
bool chrIsRoomOffScreen(struct chrdata *chr, struct coord *waypos, RoomNum *wayrooms);
void chrGoPosInitMagic(struct chrdata *chr, struct waydata *waydata, struct coord *arg2, struct coord *prevpos);
void chrGoPosGetCurWaypointInfoWithFlags(struct chrdata *chr, struct coord *pos, RoomNum *rooms, u32 *flags);
void chr_get_side_vector_to_target(struct chrdata *chr, bool side, struct coord *vector);
bool chr_can_roll_in_direction(struct chrdata *chr, bool toleft, f32 distance);
void chr_get_side_vector(struct chrdata *chr, bool side, struct coord *vector);
bool chr_can_jump_in_direction(struct chrdata *chr, bool side, f32 distance);
bool chr_is_room_off_screen(struct chrdata *chr, struct coord *waypos, RoomNum *wayrooms);
void chr_go_pos_init_magic(struct chrdata *chr, struct waydata *waydata, struct coord *arg2, struct coord *prevpos);
void chr_go_pos_get_cur_waypoint_info_with_flags(struct chrdata *chr, struct coord *pos, RoomNum *rooms, u32 *flags);
f32 func0f0370a8(struct chrdata *chr);
s32 chrGoPosCalculateBaseTtl(struct chrdata *chr);
void chrGoPosConsiderRestart(struct chrdata *chr);
void chrGoPosInitExpensive(struct chrdata *chr);
void chrGoPosAdvanceWaypoint(struct chrdata *chr);
s32 chrPatrolCalculateStep(struct chrdata *chr, bool *forward, s32 numsteps);
s16 chrPatrolCalculatePadNum(struct chrdata *chr, s32 numsteps);
void chrPatrolGetCurWaypointInfoWithFlags(struct chrdata *chr, struct coord *pos, RoomNum *rooms, u32 *flags);
s32 chr_go_pos_calculate_base_ttl(struct chrdata *chr);
void chr_go_pos_consider_restart(struct chrdata *chr);
void chr_go_pos_init_expensive(struct chrdata *chr);
void chr_go_pos_advance_waypoint(struct chrdata *chr);
s32 chr_patrol_calculate_step(struct chrdata *chr, bool *forward, s32 numsteps);
s16 chr_patrol_calculate_pad_num(struct chrdata *chr, s32 numsteps);
void chr_patrol_get_cur_waypoint_info_with_flags(struct chrdata *chr, struct coord *pos, RoomNum *rooms, u32 *flags);
void func0f037580(struct chrdata *chr);
void func0f0375b0(struct chrdata *chr);
void chrNavTickMagic(struct chrdata *chr, struct waydata *waydata, f32 speed, struct coord *arg3, RoomNum *rooms);
void chrCalculatePosition(struct chrdata *chr, struct coord *pos);
void chrGoPosChooseAnimation(struct chrdata *chr);
bool chrGoToRoomPos(struct chrdata *chr, struct coord *pos, RoomNum *rooms, u32 goposflags);
void chrPatrolChooseAnimation(struct chrdata *chr);
void chrStartPatrol(struct chrdata *chr, struct path *path);
bool chrHasLosToEntity(struct chrdata *chr, struct coord *chrpos, RoomNum *chrrooms, bool allowextraheight, u32 attackflags, u32 entityid);
bool chrHasLosToAttackTarget(struct chrdata *chr, struct coord *pos, RoomNum *rooms, bool allowextraheight);
bool chrHasLosToChr(struct chrdata *chr, struct chrdata *target, RoomNum *room);
bool chrHasLosToPos(struct chrdata *viewerchr, struct coord *pos, RoomNum *rooms);
bool chrHasLosToPosWasteful(struct chrdata *chr, struct coord *pos, RoomNum *room);
bool chrHasLosToProp(struct chrdata *chr, struct prop *prop);
bool chrIsStopped(struct chrdata *chr);
bool chrCheckCanSeeTarget(struct chrdata *chr);
bool chrIsReadyForOrders(struct chrdata *chr);
bool chrTrySidestep(struct chrdata *chr);
bool chrTryJumpOut(struct chrdata *chr);
bool chrTryRunSideways(struct chrdata *chr);
bool chrTryAttackWalk(struct chrdata *chr);
bool chrTryAttackRun(struct chrdata *chr);
bool chrTryAttackRoll(struct chrdata *chr);
bool chrTryAttackAmount(struct chrdata *chr, u32 arg1, u32 arg2, u8 arg3, u8 arg4);
bool chrGoToPad(struct chrdata *chr, s32 padnum, u32 goposflags);
bool chrGoToPos(struct chrdata *chr, struct coord *pos, u32 goposflags);
void chr_nav_tick_magic(struct chrdata *chr, struct waydata *waydata, f32 speed, struct coord *arg3, RoomNum *rooms);
void chr_calculate_position(struct chrdata *chr, struct coord *pos);
void chr_go_pos_choose_animation(struct chrdata *chr);
bool chr_go_to_room_pos(struct chrdata *chr, struct coord *pos, RoomNum *rooms, u32 goposflags);
void chr_patrol_choose_animation(struct chrdata *chr);
void chr_start_patrol(struct chrdata *chr, struct path *path);
bool chr_has_los_to_entity(struct chrdata *chr, struct coord *chrpos, RoomNum *chrrooms, bool allowextraheight, u32 attackflags, u32 entityid);
bool chr_has_los_to_attack_target(struct chrdata *chr, struct coord *pos, RoomNum *rooms, bool allowextraheight);
bool chr_has_los_to_chr(struct chrdata *chr, struct chrdata *target, RoomNum *room);
bool chr_has_los_to_pos(struct chrdata *viewerchr, struct coord *pos, RoomNum *rooms);
bool chr_has_los_to_pos_wasteful(struct chrdata *chr, struct coord *pos, RoomNum *room);
bool chr_has_los_to_prop(struct chrdata *chr, struct prop *prop);
bool chr_is_stopped(struct chrdata *chr);
bool chr_check_can_see_target(struct chrdata *chr);
bool chr_is_ready_for_orders(struct chrdata *chr);
bool chr_try_sidestep(struct chrdata *chr);
bool chr_try_jump_out(struct chrdata *chr);
bool chr_try_run_sideways(struct chrdata *chr);
bool chr_try_attack_walk(struct chrdata *chr);
bool chr_try_attack_run(struct chrdata *chr);
bool chr_try_attack_roll(struct chrdata *chr);
bool chr_try_attack_amount(struct chrdata *chr, u32 arg1, u32 arg2, u8 arg3, u8 arg4);
bool chr_go_to_pad(struct chrdata *chr, s32 padnum, u32 goposflags);
bool chr_go_to_pos(struct chrdata *chr, struct coord *pos, u32 goposflags);
s32 func0f03aca0(struct chrdata *chr, f32 arg1, u8 arg2);
bool chrTryRunFromTarget(struct chrdata *chr);
bool chrGoToCoverProp(struct chrdata *chr);
bool chrDropItem(struct chrdata *chr, u32 modelnum, u32 weaponnum);
void chrPunchInflictDamage(struct chrdata *chr, s32 damage, s32 range, u8 reverse);
bool chrTryPunch(struct chrdata *chr, u8 reverse);
struct eyespy *chrToEyespy(struct chrdata *chr);
void chrTickStand(struct chrdata *chr);
void chrTickAnim(struct chrdata *chr);
void chrTickSurrender(struct chrdata *chr);
void chrTickDead(struct chrdata *chr);
void chrAlertOthersOfInjury(struct chrdata *chr, bool dying);
void chrTickDie(struct chrdata *chr);
void chrTickDruggedComingUp(struct chrdata *chr);
void chrTickDruggedDrop(struct chrdata *chr);
void chrTickDruggedKo(struct chrdata *chr);
void chrTickArgh(struct chrdata *chr);
void chrTickPreArgh(struct chrdata *chr);
void chrTickSidestep(struct chrdata *chr);
void chrTickJumpOut(struct chrdata *chr);
void chrTickStartAlarm(struct chrdata *chr);
void chrTickSurprised(struct chrdata *chr);
void chrUpdateFireslot(struct chrdata *chr, s32 handnum, bool withsound, bool withbeam, struct coord *from, struct coord *to);
f32 chrGetInverseTheta(struct chrdata *chr);
f32 chrGetAimAngle(struct chrdata *chr);
f32 chrGetPitchAngle(struct chrdata *chr);
s32 chrTurn(struct chrdata *chr, s32 turning, f32 endanimframe, f32 speed, f32 toleranceangle);
bool chr_try_run_from_target(struct chrdata *chr);
bool chr_go_to_cover_prop(struct chrdata *chr);
bool chr_drop_item(struct chrdata *chr, u32 modelnum, u32 weaponnum);
void chr_punch_inflict_damage(struct chrdata *chr, s32 damage, s32 range, u8 reverse);
bool chr_try_punch(struct chrdata *chr, u8 reverse);
struct eyespy *chr_to_eyespy(struct chrdata *chr);
void chr_tick_stand(struct chrdata *chr);
void chr_tick_anim(struct chrdata *chr);
void chr_tick_surrender(struct chrdata *chr);
void chr_tick_dead(struct chrdata *chr);
void chr_alert_others_of_injury(struct chrdata *chr, bool dying);
void chr_tick_die(struct chrdata *chr);
void chr_tick_drugged_coming_up(struct chrdata *chr);
void chr_tick_drugged_drop(struct chrdata *chr);
void chr_tick_drugged_ko(struct chrdata *chr);
void chr_tick_argh(struct chrdata *chr);
void chr_tick_pre_argh(struct chrdata *chr);
void chr_tick_sidestep(struct chrdata *chr);
void chr_tick_jump_out(struct chrdata *chr);
void chr_tick_start_alarm(struct chrdata *chr);
void chr_tick_surprised(struct chrdata *chr);
void chr_update_fireslot(struct chrdata *chr, s32 handnum, bool withsound, bool withbeam, struct coord *from, struct coord *to);
f32 chr_get_inverse_theta(struct chrdata *chr);
f32 chr_get_aim_angle(struct chrdata *chr);
f32 chr_get_pitch_angle(struct chrdata *chr);
s32 chr_turn(struct chrdata *chr, s32 turning, f32 endanimframe, f32 speed, f32 toleranceangle);
bool func0f03e9f4(struct chrdata *chr, struct attackanimconfig *animcfg, s32 arg2, s32 arg3, f32 arg4);
void chrCalculateAimEndProperties(struct chrdata *chr, struct attackanimconfig *animcfg, bool firingleft, bool firingright, f32 shootrotx);
f32 chrGetAimLimitAngle(f32 sqdist);
void chrCalculateHit(struct chrdata *chr, bool *angleokptr, bool *hit, struct gset *gset);
bool chrGetGunPos(struct chrdata *chr, s32 handnum, struct coord *gunpos);
void chrCalculateShieldHit(struct chrdata *chr, struct coord *pos, struct coord *vector, struct modelnode **node, s32 *hitpart, struct model **model, s32 *side);
void chrCalculateTrajectory(struct coord *frompos, f32 arg1, struct coord *aimpos, struct coord *arg3);
void chrTickShoot(struct chrdata *chr, s32 handnum);
void chr_calculate_aim_end_properties(struct chrdata *chr, struct attackanimconfig *animcfg, bool firingleft, bool firingright, f32 shootrotx);
f32 chr_get_aim_limit_angle(f32 sqdist);
void chr_calculate_hit(struct chrdata *chr, bool *angleokptr, bool *hit, struct gset *gset);
bool chr_get_gun_pos(struct chrdata *chr, s32 handnum, struct coord *gunpos);
void chr_calculate_shield_hit(struct chrdata *chr, struct coord *pos, struct coord *vector, struct modelnode **node, s32 *hitpart, struct model **model, s32 *side);
void chr_calculate_trajectory(struct coord *frompos, f32 arg1, struct coord *aimpos, struct coord *arg3);
void chr_tick_shoot(struct chrdata *chr, s32 handnum);
void func0f041a74(struct chrdata *chr);
bool func0f041c44(struct chrdata *chr);
void chrAttackAmountUpdateAnimation(struct chrdata *chr);
void chrTickFire(struct chrdata *chr);
void chrTickAttackAmount(struct chrdata *chr);
void robotSetMuzzleFlash(struct chrdata *chr, bool right, bool enabled);
void robotAttack(struct chrdata *chr);
void chrTickRobotAttack(struct chrdata *chr);
void chrTickAttack(struct chrdata *chr);
void chrTickAttackRoll(struct chrdata *chr);
void propPrintDangerous(void);
void chrTickThrowGrenade(struct chrdata *chr);
void chr_attack_amount_update_animation(struct chrdata *chr);
void chr_tick_fire(struct chrdata *chr);
void chr_tick_attack_amount(struct chrdata *chr);
void robot_set_muzzle_flash(struct chrdata *chr, bool right, bool enabled);
void robot_attack(struct chrdata *chr);
void chr_tick_robot_attack(struct chrdata *chr);
void chr_tick_attack(struct chrdata *chr);
void chr_tick_attack_roll(struct chrdata *chr);
void prop_print_dangerous(void);
void chr_tick_throw_grenade(struct chrdata *chr);
bool func0f043f2c(struct chrdata *chr, struct coord *runpos, u32 arg2, f32 *turnspeed);
void chrTickAttackWalk(struct chrdata *chr);
bool posIsMovingTowardsPosOrStoppedInRange(struct coord *prevpos, struct coord *moveddelta, struct coord *targetpos, f32 range);
bool posIsArrivingLaterallyAtPos(struct coord *prevpos, struct coord *curpos, struct coord *targetpos, f32 range);
bool posIsArrivingAtPos(struct coord *prevpos, struct coord *curpos, struct coord *targetpos, f32 range);
void chrTickRunPos(struct chrdata *chr);
void chr_tick_attack_walk(struct chrdata *chr);
bool pos_is_moving_towards_pos_or_stopped_in_range(struct coord *prevpos, struct coord *moveddelta, struct coord *targetpos, f32 range);
bool pos_is_arriving_laterally_at_pos(struct coord *prevpos, struct coord *curpos, struct coord *targetpos, f32 range);
bool pos_is_arriving_at_pos(struct coord *prevpos, struct coord *curpos, struct coord *targetpos, f32 range);
void chr_tick_run_pos(struct chrdata *chr);
void func0f044b68(struct coord *arg0, struct coord *arg1, struct coord *arg2);
bool chrNavCanSeeNextPos(struct chrdata *chr, struct coord *pos, RoomNum *rooms, struct coord *aimpos, struct coord *arg4, struct coord *arg5, f32 negchrradius, f32 chrradius, s32 cdtypes, s32 arg9);
bool chrNavCheckForObstacle(struct chrdata *chr, struct coord *chrpos, RoomNum *chrrooms, struct coord *aimpos, struct coord *leftpos, struct coord *rightpos, f32 negchrradius, f32 chrradius, s32 cdtypes, bool hasobstacle);
bool chrNavTryObstacle(struct chrdata *chr, struct coord *arg1, bool arg2, struct coord *arg3, f32 radius, bool arg5, struct coord *nextpos, struct waydata *waydata, f32 arg8, s32 cdtypes, s32 arg10);
struct prop *chrOpenDoor(struct chrdata *chr, struct coord *rangepos);
void chrNavTickMain(struct chrdata *chr, struct coord *pos, struct waydata *waydata, bool arg3);
bool chrGoPosUpdateLiftAction(struct chrdata *chr, u32 curpadflags, bool arg2, bool arrivingatlift, s16 curpadnum, s32 nextpadnum);
s16 chrGoPosGetNextPadNum(struct chrdata *chr);
void chrTickGoPos(struct chrdata *chr);
void chrTickPatrol(struct chrdata *chr);
bool chrStartSkJump(struct chrdata *chr, u8 arg1, u8 arg2, s32 arg3, u8 arg4);
void chrTickSkJump(struct chrdata *chr);
void chraTick(struct chrdata *chr);
void cutsceneStart(u32 ailistid);
void chraTickBg(void);
f32 chrGetAngleToPos(struct chrdata *chr, struct coord *pos);
void chrGetAttackEntityPos(struct chrdata *chr, u32 attackflags, s32 entityid, struct coord *pos, RoomNum *rooms);
f32 chrGetAngleFromTargetsFov(struct chrdata *chr);
f32 chrGetVerticalAngleToTarget(struct chrdata *chr);
bool chrIsInTargetsFovX(struct chrdata *chr, u8 fov360);
bool chrIsVerticalAngleToTargetWithin(struct chrdata *chr, u8 arg1);
bool chr_nav_can_see_next_pos(struct chrdata *chr, struct coord *pos, RoomNum *rooms, struct coord *aimpos, struct coord *arg4, struct coord *arg5, f32 negchrradius, f32 chrradius, s32 cdtypes, s32 arg9);
bool chr_nav_check_for_obstacle(struct chrdata *chr, struct coord *chrpos, RoomNum *chrrooms, struct coord *aimpos, struct coord *leftpos, struct coord *rightpos, f32 negchrradius, f32 chrradius, s32 cdtypes, bool hasobstacle);
bool chr_nav_try_obstacle(struct chrdata *chr, struct coord *arg1, bool arg2, struct coord *arg3, f32 radius, bool arg5, struct coord *nextpos, struct waydata *waydata, f32 arg8, s32 cdtypes, s32 arg10);
struct prop *chr_open_door(struct chrdata *chr, struct coord *rangepos);
void chr_nav_tick_main(struct chrdata *chr, struct coord *pos, struct waydata *waydata, bool arg3);
bool chr_go_pos_update_lift_action(struct chrdata *chr, u32 curpadflags, bool arg2, bool arrivingatlift, s16 curpadnum, s32 nextpadnum);
s16 chr_go_pos_get_next_pad_num(struct chrdata *chr);
void chr_tick_go_pos(struct chrdata *chr);
void chr_tick_patrol(struct chrdata *chr);
bool chr_start_sk_jump(struct chrdata *chr, u8 arg1, u8 arg2, s32 arg3, u8 arg4);
void chr_tick_sk_jump(struct chrdata *chr);
void chra_tick(struct chrdata *chr);
void cutscene_start(u32 ailistid);
void chra_tick_bg(void);
f32 chr_get_angle_to_pos(struct chrdata *chr, struct coord *pos);
void chr_get_attack_entity_pos(struct chrdata *chr, u32 attackflags, s32 entityid, struct coord *pos, RoomNum *rooms);
f32 chr_get_angle_from_targets_fov(struct chrdata *chr);
f32 chr_get_vertical_angle_to_target(struct chrdata *chr);
bool chr_is_in_targets_fov_x(struct chrdata *chr, u8 fov360);
bool chr_is_vertical_angle_to_target_within(struct chrdata *chr, u8 arg1);
f32 func0f048fcc(struct chrdata *chr, u8 reverse);
bool chrIsTargetInFov(struct chrdata *chr, u8 arg1, u8 reverse);
bool chrIsLookingAtPos(struct chrdata *chr, struct coord *pos, u8 arg2);
f32 chrGetSameFloorDistanceToPad(struct chrdata *chr, s32 pad_id);
void chrsClearRefsToPlayer(s32 playernum);
s32 chrResolveId(struct chrdata *ref, s32 id);
f32 chrGetTimer(struct chrdata *chr);
bool chrIsTargetAimingAtMe(struct chrdata *chr);
bool chrSawInjury(struct chrdata *chr, u8 arg1);
bool chrSawDeath(struct chrdata *chr, u8 arg1);
bool waypointIsWithin90DegreesOfPosAngle(struct waypoint *waypoint, struct coord *pos, f32 angle);
s32 chrFindWaypointWithinPosQuadrant(struct coord *pos, RoomNum *rooms, f32 angle, u8 quadrant);
bool chr_is_target_in_fov(struct chrdata *chr, u8 arg1, u8 reverse);
bool chr_is_looking_at_pos(struct chrdata *chr, struct coord *pos, u8 arg2);
f32 chr_get_same_floor_distance_to_pad(struct chrdata *chr, s32 pad_id);
void chrs_clear_refs_to_player(s32 playernum);
s32 chr_resolve_id(struct chrdata *ref, s32 id);
f32 chr_get_timer(struct chrdata *chr);
bool chr_is_target_aiming_at_me(struct chrdata *chr);
bool chr_saw_injury(struct chrdata *chr, u8 arg1);
bool chr_saw_death(struct chrdata *chr, u8 arg1);
bool waypoint_is_within_90_degrees_of_pos_angle(struct waypoint *waypoint, struct coord *pos, f32 angle);
s32 chr_find_waypoint_within_pos_quadrant(struct coord *pos, RoomNum *rooms, f32 angle, u8 quadrant);
bool func0f04a4ec(struct chrdata *chr, u8 quadrant);
bool chrSetPadPresetToWaypointWithinTargetQuadrant(struct chrdata *chr, u8 arg1);
bool chrSetChrPresetToChrNearPad(u32 checktype, struct chrdata *chr, f32 distance, s32 padnum);
bool chrSetChrPresetToChrNearPos(u8 checktype, struct chrdata *chr, f32 distance, struct coord *pos, RoomNum *room);
bool chrSetPadPresetToPadOnRouteToTarget(struct chrdata *chr);
bool chrIsPosOffScreen(struct coord *pos, RoomNum *rooms);
bool chr_set_pad_preset_to_waypoint_within_target_quadrant(struct chrdata *chr, u8 arg1);
bool chr_set_chr_preset_to_chr_near_pad(u32 checktype, struct chrdata *chr, f32 distance, s32 padnum);
bool chr_set_chr_preset_to_chr_near_pos(u8 checktype, struct chrdata *chr, f32 distance, struct coord *pos, RoomNum *room);
bool chr_set_pad_preset_to_pad_on_route_to_target(struct chrdata *chr);
bool chr_is_pos_off_screen(struct coord *pos, RoomNum *rooms);
#if VERSION >= VERSION_NTSC_1_0
bool chrAdjustPosForSpawn(f32 chrradius, struct coord *pos, RoomNum *rooms, f32 angle, bool allowonscreen, bool force, bool onlysurrounding);
bool chr_adjust_pos_for_spawn(f32 chrradius, struct coord *pos, RoomNum *rooms, f32 angle, bool allowonscreen, bool force, bool onlysurrounding);
#else
bool chrAdjustPosForSpawn(f32 chrradius, struct coord *pos, RoomNum *rooms, f32 angle, bool allowonscreen, bool force);
bool chr_adjust_pos_for_spawn(f32 chrradius, struct coord *pos, RoomNum *rooms, f32 angle, bool allowonscreen, bool force);
#endif
struct prop *chrSpawnAtCoord(s32 body, s32 head, struct coord *pos, RoomNum *room, f32 angle, u8 *ailist, u32 spawnflags);
bool chrIsPropPresetBlockingSightToTarget(struct chrdata *chr);
bool chrMoveToPos(struct chrdata *chr, struct coord *pos, RoomNum *room, f32 angle, bool ignorebg);
bool chrCheckCoverOutOfSight(struct chrdata *chr, s32 covernum, bool soft);
s32 chrAssignCoverByCriteria(struct chrdata *chr, u16 arg1, s32 arg2);
s32 chrAssignCoverAwayFromDanger(struct chrdata *chr, s32 mindist, s32 maxdist);
bool chrRunFromPos(struct chrdata *chr, u32 goposflags, f32 distance, struct coord *frompos);
struct prop *chr_spawn_at_coord(s32 body, s32 head, struct coord *pos, RoomNum *room, f32 angle, u8 *ailist, u32 spawnflags);
bool chr_is_prop_preset_blocking_sight_to_target(struct chrdata *chr);
bool chr_move_to_pos(struct chrdata *chr, struct coord *pos, RoomNum *room, f32 angle, bool ignorebg);
bool chr_check_cover_out_of_sight(struct chrdata *chr, s32 covernum, bool soft);
s32 chr_assign_cover_by_criteria(struct chrdata *chr, u16 arg1, s32 arg2);
s32 chr_assign_cover_away_from_danger(struct chrdata *chr, s32 mindist, s32 maxdist);
bool chr_run_from_pos(struct chrdata *chr, u32 goposflags, f32 distance, struct coord *frompos);
f32 func0f04c784(struct chrdata *chr);
bool chr0f04c874(struct chrdata *chr, u32 angle360, struct coord *pos, u8 arg3, u8 arg4);
void rebuildTeams(void);
void rebuildSquadrons(void);
void chrAvoid(struct chrdata *chr);
void rebuild_teams(void);
void rebuild_squadrons(void);
void chr_avoid(struct chrdata *chr);
void func0f02e9a0(struct chrdata *chr, f32 mergetime);
void func0f02ed28(struct chrdata *chr, f32 mergetime);
void chrStop(struct chrdata *chr);
void chrKneel(struct chrdata *chr);
void chrStartAlarm(struct chrdata *chr);
void chrThrowGrenade(struct chrdata *chr, s32 arg1, s32 arg2);
void chrDoSurprisedSurrender(struct chrdata *chr);
void chrDoSurprisedLookAround(struct chrdata *chr);
void chrSurrender(struct chrdata *chr);
void chrSidestep(struct chrdata *chr, bool side);
void chrJumpOut(struct chrdata *chr, bool side);
void chrRunToPos(struct chrdata *chr, struct coord *pos);
void chrBeginDead(struct chrdata *chr);
f32 chrGetShield(struct chrdata *chr);
void chrDie(struct chrdata *chr, s32 aplayernum);
void chrGoPosGetCurWaypointInfo(struct chrdata *chr, struct coord *pos, RoomNum *rooms);
void chrGoPosClearRestartTtl(struct chrdata *chr);
void chrPatrolGetCurWaypointInfo(struct chrdata *chr, struct coord *pos, RoomNum *rooms);
struct path *pathFindById(u32 path_id);
void chrRecordLastVisibleTargetTime(struct chrdata *chr);
bool chrHasLosToTarget(struct chrdata *chr);
void chrRecordLastSeeTargetTime(struct chrdata *chr);
void chrRecordLastHearTargetTime(struct chrdata *chr);
bool chrIsDead(struct chrdata *chr);
bool chrTryAttackStand(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chrTryAttackKneel(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chrTryAttackLie(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chrTryModifyAttack(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chrFaceEntity(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chrSetPath(struct chrdata *chr, u32 path_id);
bool chrTryStartPatrol(struct chrdata *chr);
bool chrTrySurrender(struct chrdata *chr);
bool chrFadeOut(struct chrdata *chr);
bool chrGoToTarget(struct chrdata *chr, u32 goposflags);
bool chrGoToChr(struct chrdata *chr, u32 dst_chrnum, u32 goposflags);
bool chrGoToProp(struct chrdata *chr, struct prop *prop, u32 goposflags);
bool chrTryStop(struct chrdata *chr);
bool chrTrySurprisedOneHand(struct chrdata *chr);
bool chrTrySurprisedSurrender(struct chrdata *chr);
bool chrTrySurprisedLookAround(struct chrdata *chr);
bool chrTryKneel(struct chrdata *chr);
bool chrTryStartAnim(struct chrdata *chr, s32 animnum, f32 startframe, f32 endframe, u8 chranimflags, s32 merge, f32 speed);
bool chrTryStartAlarm(struct chrdata *chr, s32 pad_id);
bool chrConsiderGrenadeThrow(struct chrdata *chr, u32 attackflags, u32 entityid);
void chrTickKneel(struct chrdata *chr);
void chrFadeCorpse(struct chrdata *chr);
void chrFadeCorpseWhenOffScreen(struct chrdata *chr);
void chrTickTest(struct chrdata *chr);
void chrSetLookAngle(struct chrdata *chr, f32 angle);
f32 chrGetRotY(struct chrdata *chr);
void chrSetRotY(struct chrdata *chr, f32 arg1);
void chrResetAimEndProperties(struct chrdata *chr);
void chrSetFiring(struct chrdata *chr, s32 hand, bool firing);
void chrStopFiring(struct chrdata *chr);
void chrSetHandFiring(struct chrdata *chr, s32 hand, bool arg2);
void chr_stop(struct chrdata *chr);
void chr_kneel(struct chrdata *chr);
void chr_start_alarm(struct chrdata *chr);
void chr_throw_grenade(struct chrdata *chr, s32 arg1, s32 arg2);
void chr_do_surprised_surrender(struct chrdata *chr);
void chr_do_surprised_look_around(struct chrdata *chr);
void chr_surrender(struct chrdata *chr);
void chr_sidestep(struct chrdata *chr, bool side);
void chr_jump_out(struct chrdata *chr, bool side);
void chr_run_to_pos(struct chrdata *chr, struct coord *pos);
void chr_begin_dead(struct chrdata *chr);
f32 chr_get_shield(struct chrdata *chr);
void chr_die(struct chrdata *chr, s32 aplayernum);
void chr_go_pos_get_cur_waypoint_info(struct chrdata *chr, struct coord *pos, RoomNum *rooms);
void chr_go_pos_clear_restart_ttl(struct chrdata *chr);
void chr_patrol_get_cur_waypoint_info(struct chrdata *chr, struct coord *pos, RoomNum *rooms);
struct path *path_find_by_id(u32 path_id);
void chr_record_last_visible_target_time(struct chrdata *chr);
bool chr_has_los_to_target(struct chrdata *chr);
void chr_record_last_see_target_time(struct chrdata *chr);
void chr_record_last_hear_target_time(struct chrdata *chr);
bool chr_is_dead(struct chrdata *chr);
bool chr_try_attack_stand(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chr_try_attack_kneel(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chr_try_attack_lie(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chr_try_modify_attack(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chr_face_entity(struct chrdata *chr, u32 attackflags, s32 entityid);
bool chr_set_path(struct chrdata *chr, u32 path_id);
bool chr_try_start_patrol(struct chrdata *chr);
bool chr_try_surrender(struct chrdata *chr);
bool chr_fade_out(struct chrdata *chr);
bool chr_go_to_target(struct chrdata *chr, u32 goposflags);
bool chr_go_to_chr(struct chrdata *chr, u32 dst_chrnum, u32 goposflags);
bool chr_go_to_prop(struct chrdata *chr, struct prop *prop, u32 goposflags);
bool chr_try_stop(struct chrdata *chr);
bool chr_try_surprised_one_hand(struct chrdata *chr);
bool chr_try_surprised_surrender(struct chrdata *chr);
bool chr_try_surprised_look_around(struct chrdata *chr);
bool chr_try_kneel(struct chrdata *chr);
bool chr_try_start_anim(struct chrdata *chr, s32 animnum, f32 startframe, f32 endframe, u8 chranimflags, s32 merge, f32 speed);
bool chr_try_start_alarm(struct chrdata *chr, s32 pad_id);
bool chr_consider_grenade_throw(struct chrdata *chr, u32 attackflags, u32 entityid);
void chr_tick_kneel(struct chrdata *chr);
void chr_fade_corpse(struct chrdata *chr);
void chr_fade_corpse_when_off_screen(struct chrdata *chr);
void chr_tick_test(struct chrdata *chr);
void chr_set_look_angle(struct chrdata *chr, f32 angle);
f32 chr_get_rot_y(struct chrdata *chr);
void chr_set_rot_y(struct chrdata *chr, f32 arg1);
void chr_reset_aim_end_properties(struct chrdata *chr);
void chr_set_firing(struct chrdata *chr, s32 hand, bool firing);
void chr_stop_firing(struct chrdata *chr);
void chr_set_hand_firing(struct chrdata *chr, s32 hand, bool arg2);
void func0f0429d8(struct chrdata *chr, f32 arg1, f32 arg2);
void propUnsetDangerous(struct prop *prop);
void propSetDangerous(struct prop *prop);
bool chrDetectDangerousObject(struct chrdata *chr, u8 flags);
void chrTickBondDie(struct chrdata *chr);
s32 chrIsUsingLift(struct chrdata *chr);
bool chrTrySkJump(struct chrdata *chr, u8 arg1, u8 arg2, s32 arg3, u8 arg4);
bool chrSawTargetRecently(struct chrdata *chr);
bool chrHeardTargetRecently(struct chrdata *chr);
f32 chrGetAngleToTarget(struct chrdata *chr);
f32 chrGetDistanceToTarget(struct chrdata *chr);
f32 chrGetDistanceToTarget2(struct chrdata *chr);
f32 chrGetDistanceToCurrentPlayer(struct chrdata *chr);
f32 propGetDistanceToProp(struct prop *a, struct prop *b);
f32 propGetLateralDistanceToProp(struct prop *a, struct prop *b);
f32 chrGetDistanceToPad(struct chrdata *chr, s32 pad_id);
f32 chrGetDistanceToCoord(struct chrdata *chr, struct coord *pos);
f32 chrGetLateralDistanceToCoord(struct chrdata *chr, struct coord *pos);
f32 chrGetLateralDistanceToPad(struct chrdata *chr, s32 pad_id);
f32 chrGetSquaredDistanceToCoord(struct chrdata *chr, struct coord *pos);
f32 coordGetSquaredDistanceToCoord(struct coord *a, struct coord *b);
s32 chrGetPadRoom(struct chrdata *chr, s32 pad_id);
s32 chrResolvePadId(struct chrdata *chr, s32 pad_id);
struct chrdata *chrFindById(struct chrdata *data, s32 chrnum);
s32 propGetIndexByChrId(struct chrdata *chr, s32 chrnum);
f32 chrGetDistanceToChr(struct chrdata *chr1, s32 chr2num);
f32 chrGetDistanceFromTargetToPad(struct chrdata *chr, s32 pad_id);
void chrSetFlags(struct chrdata *chr, u32 flags, u8 bank);
void chrUnsetFlags(struct chrdata *chr, u32 flags, u8 bank);
bool chrHasFlag(struct chrdata *chr, u32 flag, u8 bank);
void chrSetFlagsById(struct chrdata *ref, u32 chrnum, u32 flags, u32 bank);
void chrUnsetFlagsById(struct chrdata *ref, u32 chrnum, u32 flags, u32 bank);
bool chrHasFlagById(struct chrdata *ref, u32 chrnum, u32 flag, u32 bank);
void chrSetStageFlag(struct chrdata *chr, u32 flag);
void chrUnsetStageFlag(struct chrdata *chr, u32 flag);
bool chrHasStageFlag(struct chrdata *chr, u32 flag);
bool chrIsHearingTarget(struct chrdata *chr);
void chrRestartTimer(struct chrdata *chr);
bool chrResetNearMiss(struct chrdata *chr);
s32 chrGetNumArghs(struct chrdata *chr);
s32 chrGetNumCloseArghs(struct chrdata *chr);
void decrementByte(u8 *dst, u8 amount);
void incrementByte(u8 *dst, u8 amount);
bool chrCanHearAlarm(struct chrdata *chr);
bool chrSetChrPresetToAnyChrNearSelf(struct chrdata *chr, f32 distance);
bool chrSetChrPresetToChrNearSelf(u8 checktype, struct chrdata *chr, f32 distance);
bool chrCompareTeams(struct chrdata *chr1, struct chrdata *chr2, u8 checktype);
void chrSetChrPreset(struct chrdata *chr, s32 chrpreset);
void chrSetChrPresetByChrnum(struct chrdata *chr, s32 chrnum, s32 chrpreset);
void chrSetPadPreset(struct chrdata *chr, s32 pad_id);
void chrSetPadPresetByChrnum(struct chrdata *chr, s32 chrnum, s32 pad_id);
struct prop *chrSpawnAtPad(struct chrdata *chr, s32 body, s32 head, s32 pad, u8 *ailist, u32 spawnflags);
struct prop *chrSpawnAtChr(struct chrdata *basechr, s32 body, s32 head, u32 chrnum, u8 *ailist, u32 spawnflags);
s16 chrGoToCover(struct chrdata *chr, u8 speed);
void chrAddTargetToBdlist(struct chrdata *chr);
s32 chrGetDistanceLostToTargetInLastSecond(struct chrdata *chr);
bool chrIsTargetNearlyInSight(struct chrdata *chr, u32 distance);
bool chrIsNearlyInTargetsSight(struct chrdata *chr, u32 distance);
s16 *teamGetChrIds(s32 team_id);
s16 *squadronGetChrIds(s32 squadron_id);
void audioMarkAsRecentlyPlayed(s16 audioid);
bool audioWasNotPlayedRecently(s16 audioid);
Gfx *chrsRenderChrStats(Gfx *gdl, RoomNum *rooms);
void chrToggleModelPart(struct chrdata *chr, s32 partnum);
bool chrIsAvoiding(struct chrdata *chr);
void chrDrCarollEmitSparks(struct chrdata *chr);
void prop_unset_dangerous(struct prop *prop);
void prop_set_dangerous(struct prop *prop);
bool chr_detect_dangerous_object(struct chrdata *chr, u8 flags);
void chr_tick_bond_die(struct chrdata *chr);
s32 chr_is_using_lift(struct chrdata *chr);
bool chr_try_sk_jump(struct chrdata *chr, u8 arg1, u8 arg2, s32 arg3, u8 arg4);
bool chr_saw_target_recently(struct chrdata *chr);
bool chr_heard_target_recently(struct chrdata *chr);
f32 chr_get_angle_to_target(struct chrdata *chr);
f32 chr_get_distance_to_target(struct chrdata *chr);
f32 chr_get_distance_to_target2(struct chrdata *chr);
f32 chr_get_distance_to_current_player(struct chrdata *chr);
f32 prop_get_distance_to_prop(struct prop *a, struct prop *b);
f32 prop_get_lateral_distance_to_prop(struct prop *a, struct prop *b);
f32 chr_get_distance_to_pad(struct chrdata *chr, s32 pad_id);
f32 chr_get_distance_to_coord(struct chrdata *chr, struct coord *pos);
f32 chr_get_lateral_distance_to_coord(struct chrdata *chr, struct coord *pos);
f32 chr_get_lateral_distance_to_pad(struct chrdata *chr, s32 pad_id);
f32 chr_get_squared_distance_to_coord(struct chrdata *chr, struct coord *pos);
f32 coord_get_squared_distance_to_coord(struct coord *a, struct coord *b);
s32 chr_get_pad_room(struct chrdata *chr, s32 pad_id);
s32 chr_resolve_pad_id(struct chrdata *chr, s32 pad_id);
struct chrdata *chr_find_by_id(struct chrdata *data, s32 chrnum);
s32 prop_get_index_by_chr_id(struct chrdata *chr, s32 chrnum);
f32 chr_get_distance_to_chr(struct chrdata *chr1, s32 chr2num);
f32 chr_get_distance_from_target_to_pad(struct chrdata *chr, s32 pad_id);
void chr_set_flags(struct chrdata *chr, u32 flags, u8 bank);
void chr_unset_flags(struct chrdata *chr, u32 flags, u8 bank);
bool chr_has_flag(struct chrdata *chr, u32 flag, u8 bank);
void chr_set_flags_by_id(struct chrdata *ref, u32 chrnum, u32 flags, u32 bank);
void chr_unset_flags_by_id(struct chrdata *ref, u32 chrnum, u32 flags, u32 bank);
bool chr_has_flag_by_id(struct chrdata *ref, u32 chrnum, u32 flag, u32 bank);
void chr_set_stage_flag(struct chrdata *chr, u32 flag);
void chr_unset_stage_flag(struct chrdata *chr, u32 flag);
bool chr_has_stage_flag(struct chrdata *chr, u32 flag);
bool chr_is_hearing_target(struct chrdata *chr);
void chr_restart_timer(struct chrdata *chr);
bool chr_reset_near_miss(struct chrdata *chr);
s32 chr_get_num_arghs(struct chrdata *chr);
s32 chr_get_num_close_arghs(struct chrdata *chr);
void decrement_byte(u8 *dst, u8 amount);
void increment_byte(u8 *dst, u8 amount);
bool chr_can_hear_alarm(struct chrdata *chr);
bool chr_set_chr_preset_to_any_chr_near_self(struct chrdata *chr, f32 distance);
bool chr_set_chr_preset_to_chr_near_self(u8 checktype, struct chrdata *chr, f32 distance);
bool chr_compare_teams(struct chrdata *chr1, struct chrdata *chr2, u8 checktype);
void chr_set_chr_preset(struct chrdata *chr, s32 chrpreset);
void chr_set_chr_preset_by_chrnum(struct chrdata *chr, s32 chrnum, s32 chrpreset);
void chr_set_pad_preset(struct chrdata *chr, s32 pad_id);
void chr_set_pad_preset_by_chrnum(struct chrdata *chr, s32 chrnum, s32 pad_id);
struct prop *chr_spawn_at_pad(struct chrdata *chr, s32 body, s32 head, s32 pad, u8 *ailist, u32 spawnflags);
struct prop *chr_spawn_at_chr(struct chrdata *basechr, s32 body, s32 head, u32 chrnum, u8 *ailist, u32 spawnflags);
s16 chr_go_to_cover(struct chrdata *chr, u8 speed);
void chr_add_target_to_bdlist(struct chrdata *chr);
s32 chr_get_distance_lost_to_target_in_last_second(struct chrdata *chr);
bool chr_is_target_nearly_in_sight(struct chrdata *chr, u32 distance);
bool chr_is_nearly_in_targets_sight(struct chrdata *chr, u32 distance);
s16 *team_get_chr_ids(s32 team_id);
s16 *squadron_get_chr_ids(s32 squadron_id);
void audio_mark_as_recently_played(s16 audioid);
bool audio_was_not_played_recently(s16 audioid);
Gfx *chrs_render_chr_stats(Gfx *gdl, RoomNum *rooms);
void chr_toggle_model_part(struct chrdata *chr, s32 partnum);
bool chr_is_avoiding(struct chrdata *chr);
void chr_dr_caroll_emit_sparks(struct chrdata *chr);
#endif
+4 -4
View File
@@ -4,9 +4,9 @@
#include "data.h"
#include "types.h"
s32 chraiGetListIdByList(u8 *ailist, bool *is_global);
u32 chraiGoToLabel(u8 *ailist, u32 aioffset, u8 label);
void chraiExecute(void *entity, s32 proptype);
u32 chraiGetCommandLength(u8 *ailist, u32 aioffset);
s32 chrai_get_list_id_by_list(u8 *ailist, bool *is_global);
u32 chrai_go_to_label(u8 *ailist, u32 aioffset, u8 label);
void chrai_execute(void *entity, s32 proptype);
u32 chrai_get_command_length(u8 *ailist, u32 aioffset);
#endif
+421 -421
View File
@@ -4,448 +4,448 @@
#include "data.h"
#include "types.h"
/*0x0000*/ bool aiGoToNext(void);
/*0x0001*/ bool aiGoToFirst(void);
/*0x0002*/ bool aiLabel(void);
/*0x0003*/ bool aiYield(void);
/*0x0004*/ bool aiEndList(void);
/*0x0005*/ bool aiSetList(void);
/*0x0006*/ bool aiSetReturnList(void);
/*0x0007*/ bool aiSetShotList(void);
/*0x0008*/ bool aiReturn(void);
/*0x0009*/ bool aiStop(void);
/*0x000a*/ bool aiKneel(void);
/*0x000b*/ bool aiChrDoAnimation(void);
/*0x000c*/ bool aiIfIdle(void);
/*0x000d*/ bool aiBeSurprisedOneHand(void);
/*0x000e*/ bool aiBeSurprisedLookAround(void);
/*0x000f*/ bool aiTrySidestep(void);
/*0x0010*/ bool aiTryJumpOut(void);
/*0x0011*/ bool aiTryRunSideways(void);
/*0x0012*/ bool aiTryAttackWalk(void);
/*0x0013*/ bool aiTryAttackRun(void);
/*0x0014*/ bool aiTryAttackRoll(void);
/*0x0015*/ bool aiTryAttackStand(void);
/*0x0016*/ bool aiTryAttackKneel(void);
/*0x0017*/ bool aiTryModifyAttack(void);
/*0x0018*/ bool aiFaceEntity(void);
/*0x0000*/ bool ai_go_to_next(void);
/*0x0001*/ bool ai_go_to_first(void);
/*0x0002*/ bool ai_label(void);
/*0x0003*/ bool ai_yield(void);
/*0x0004*/ bool ai_end_list(void);
/*0x0005*/ bool ai_set_list(void);
/*0x0006*/ bool ai_set_return_list(void);
/*0x0007*/ bool ai_set_shot_list(void);
/*0x0008*/ bool ai_return(void);
/*0x0009*/ bool ai_stop(void);
/*0x000a*/ bool ai_kneel(void);
/*0x000b*/ bool ai_chr_do_animation(void);
/*0x000c*/ bool ai_if_idle(void);
/*0x000d*/ bool ai_be_surprised_one_hand(void);
/*0x000e*/ bool ai_be_surprised_look_around(void);
/*0x000f*/ bool ai_try_sidestep(void);
/*0x0010*/ bool ai_try_jump_out(void);
/*0x0011*/ bool ai_try_run_sideways(void);
/*0x0012*/ bool ai_try_attack_walk(void);
/*0x0013*/ bool ai_try_attack_run(void);
/*0x0014*/ bool ai_try_attack_roll(void);
/*0x0015*/ bool ai_try_attack_stand(void);
/*0x0016*/ bool ai_try_attack_kneel(void);
/*0x0017*/ bool ai_try_modify_attack(void);
/*0x0018*/ bool ai_face_entity(void);
/*0x0019*/ bool ai0019(void);
/*0x001a*/ bool aiChrDamageChr(void);
/*0x001b*/ bool aiConsiderGrenadeThrow(void);
/*0x001c*/ bool aiDropItem(void);
/*0x001d*/ bool aiJogToPad(void);
/*0x001e*/ bool aiGoToPadPreset(void);
/*0x001f*/ bool aiWalkToPad(void);
/*0x0020*/ bool aiRunToPad(void);
/*0x0021*/ bool aiSetPath(void);
/*0x0022*/ bool aiStartPatrol(void);
/*0x0023*/ bool aiIfPatrolling(void);
/*0x0024*/ bool aiSurrender(void);
/*0x0025*/ bool aiFadeOut(void);
/*0x0026*/ bool aiRemoveChr(void);
/*0x0027*/ bool aiTryStartAlarm(void);
/*0x0028*/ bool aiActivateAlarm(void);
/*0x0029*/ bool aiDeactivateAlarm(void);
/*0x002a*/ bool aiTryRunFromTarget(void);
/*0x002b*/ bool aiTryJogToTargetProp(void);
/*0x002c*/ bool aiTryWalkToTargetProp(void);
/*0x002d*/ bool aiTryRunToTargetProp(void);
/*0x002e*/ bool aiTryGoToCoverProp(void);
/*0x002f*/ bool aiTryJogToChr(void);
/*0x0030*/ bool aiTryWalkToChr(void);
/*0x0031*/ bool aiTryRunToChr(void);
/*0x0032*/ bool aiIfStopped(void);
/*0x0033*/ bool aiIfChrDead(void);
/*0x0034*/ bool aiIfChrDeathAnimationFinished(void);
/*0x0035*/ bool aiIfCanSeeTarget(void);
/*0x0036*/ bool aiRandom(void);
/*0x0037*/ bool aiIfRandomLessThan(void);
/*0x0038*/ bool aiIfRandomGreaterThan(void);
/*0x0039*/ bool aiIfCanHearAlarm(void);
/*0x003a*/ bool aiIfAlarmActive(void);
/*0x003b*/ bool aiIfGasActive(void);
/*0x003c*/ bool aiIfHearsTarget(void);
/*0x003d*/ bool aiIfSawInjury(void);
/*0x003e*/ bool aiIfSawDeath(void);
/*0x003f*/ bool aiIfLosToTarget(void);
/*0x0040*/ bool aiIfTargetNearlyInSight(void);
/*0x0041*/ bool aiIfNearlyInTargetsSight(void);
/*0x0042*/ bool aiSetPadPresetToPadOnRouteToTarget(void);
/*0x0043*/ bool aiIfSawTargetRecently(void);
/*0x0044*/ bool aiIfHeardTargetRecently(void);
/*0x0045*/ bool aiIfLosToChr(void);
/*0x0046*/ bool aiIfNeverBeenOnScreen(void);
/*0x0047*/ bool aiIfOnScreen(void);
/*0x0048*/ bool aiIfChrInOnScreenRoom(void);
/*0x0049*/ bool aiIfRoomIsOnScreen(void);
/*0x004a*/ bool aiIfTargetAimingAtMe(void);
/*0x004b*/ bool aiIfNearMiss(void);
/*0x004c*/ bool aiIfSeesSuspiciousItem(void);
/*0x004d*/ bool aiIfTargetInFovLeft(void);
/*0x004e*/ bool aiIfCheckFovWithTarget(void);
/*0x004f*/ bool aiIfTargetOutOfFovLeft(void);
/*0x0050*/ bool aiIfTargetInFov(void);
/*0x0051*/ bool aiIfTargetOutOfFov(void);
/*0x0052*/ bool aiIfDistanceToTargetLessThan(void);
/*0x0053*/ bool aiIfDistanceToTargetGreaterThan(void);
/*0x0054*/ bool aiIfChrDistanceToPadLessThan(void);
/*0x0055*/ bool aiIfChrDistanceToPadGreaterThan(void);
/*0x0056*/ bool aiIfDistanceToChrLessThan(void);
/*0x0057*/ bool aiIfDistanceToChrGreaterThan(void);
/*0x001a*/ bool ai_chr_damage_chr(void);
/*0x001b*/ bool ai_consider_grenade_throw(void);
/*0x001c*/ bool ai_drop_item(void);
/*0x001d*/ bool ai_jog_to_pad(void);
/*0x001e*/ bool ai_go_to_pad_preset(void);
/*0x001f*/ bool ai_walk_to_pad(void);
/*0x0020*/ bool ai_run_to_pad(void);
/*0x0021*/ bool ai_set_path(void);
/*0x0022*/ bool ai_start_patrol(void);
/*0x0023*/ bool ai_if_patrolling(void);
/*0x0024*/ bool ai_surrender(void);
/*0x0025*/ bool ai_fade_out(void);
/*0x0026*/ bool ai_remove_chr(void);
/*0x0027*/ bool ai_try_start_alarm(void);
/*0x0028*/ bool ai_activate_alarm(void);
/*0x0029*/ bool ai_deactivate_alarm(void);
/*0x002a*/ bool ai_try_run_from_target(void);
/*0x002b*/ bool ai_try_jog_to_target_prop(void);
/*0x002c*/ bool ai_try_walk_to_target_prop(void);
/*0x002d*/ bool ai_try_run_to_target_prop(void);
/*0x002e*/ bool ai_try_go_to_cover_prop(void);
/*0x002f*/ bool ai_try_jog_to_chr(void);
/*0x0030*/ bool ai_try_walk_to_chr(void);
/*0x0031*/ bool ai_try_run_to_chr(void);
/*0x0032*/ bool ai_if_stopped(void);
/*0x0033*/ bool ai_if_chr_dead(void);
/*0x0034*/ bool ai_if_chr_death_animation_finished(void);
/*0x0035*/ bool ai_if_can_see_target(void);
/*0x0036*/ bool ai_random(void);
/*0x0037*/ bool ai_if_random_less_than(void);
/*0x0038*/ bool ai_if_random_greater_than(void);
/*0x0039*/ bool ai_if_can_hear_alarm(void);
/*0x003a*/ bool ai_if_alarm_active(void);
/*0x003b*/ bool ai_if_gas_active(void);
/*0x003c*/ bool ai_if_hears_target(void);
/*0x003d*/ bool ai_if_saw_injury(void);
/*0x003e*/ bool ai_if_saw_death(void);
/*0x003f*/ bool ai_if_los_to_target(void);
/*0x0040*/ bool ai_if_target_nearly_in_sight(void);
/*0x0041*/ bool ai_if_nearly_in_targets_sight(void);
/*0x0042*/ bool ai_set_pad_preset_to_pad_on_route_to_target(void);
/*0x0043*/ bool ai_if_saw_target_recently(void);
/*0x0044*/ bool ai_if_heard_target_recently(void);
/*0x0045*/ bool ai_if_los_to_chr(void);
/*0x0046*/ bool ai_if_never_been_on_screen(void);
/*0x0047*/ bool ai_if_on_screen(void);
/*0x0048*/ bool ai_if_chr_in_on_screen_room(void);
/*0x0049*/ bool ai_if_room_is_on_screen(void);
/*0x004a*/ bool ai_if_target_aiming_at_me(void);
/*0x004b*/ bool ai_if_near_miss(void);
/*0x004c*/ bool ai_if_sees_suspicious_item(void);
/*0x004d*/ bool ai_if_target_in_fov_left(void);
/*0x004e*/ bool ai_if_check_fov_with_target(void);
/*0x004f*/ bool ai_if_target_out_of_fov_left(void);
/*0x0050*/ bool ai_if_target_in_fov(void);
/*0x0051*/ bool ai_if_target_out_of_fov(void);
/*0x0052*/ bool ai_if_distance_to_target_less_than(void);
/*0x0053*/ bool ai_if_distance_to_target_greater_than(void);
/*0x0054*/ bool ai_if_chr_distance_to_pad_less_than(void);
/*0x0055*/ bool ai_if_chr_distance_to_pad_greater_than(void);
/*0x0056*/ bool ai_if_distance_to_chr_less_than(void);
/*0x0057*/ bool ai_if_distance_to_chr_greater_than(void);
/*0x0058*/ bool ai0058(void);
/*0x0059*/ bool aiIfDistanceFromTargetToPadLessThan(void);
/*0x005a*/ bool aiIfDistanceFromTargetToPadGreaterThan(void);
/*0x005b*/ bool aiIfChrInRoom(void);
/*0x005c*/ bool aiIfTargetInRoom(void);
/*0x005d*/ bool aiIfChrHasObject(void);
/*0x005e*/ bool aiIfWeaponThrown(void);
/*0x005f*/ bool aiIfWeaponThrownOnObject(void);
/*0x0060*/ bool aiIfChrHasWeaponEquipped(void);
/*0x0061*/ bool aiIfGunUnclaimed(void);
/*0x0062*/ bool aiIfObjectHealthy(void);
/*0x0063*/ bool aiIfChrActivatedObject(void);
/*0x0065*/ bool aiObjInteract(void);
/*0x0066*/ bool aiDestroyObject(void);
/*0x0059*/ bool ai_if_distance_from_target_to_pad_less_than(void);
/*0x005a*/ bool ai_if_distance_from_target_to_pad_greater_than(void);
/*0x005b*/ bool ai_if_chr_in_room(void);
/*0x005c*/ bool ai_if_target_in_room(void);
/*0x005d*/ bool ai_if_chr_has_object(void);
/*0x005e*/ bool ai_if_weapon_thrown(void);
/*0x005f*/ bool ai_if_weapon_thrown_on_object(void);
/*0x0060*/ bool ai_if_chr_has_weapon_equipped(void);
/*0x0061*/ bool ai_if_gun_unclaimed(void);
/*0x0062*/ bool ai_if_object_healthy(void);
/*0x0063*/ bool ai_if_chr_activated_object(void);
/*0x0065*/ bool ai_obj_interact(void);
/*0x0066*/ bool ai_destroy_object(void);
/*0x0067*/ bool ai0067(void);
/*0x0068*/ bool aiChrDropItems(void);
/*0x0069*/ bool aiChrDropWeapon(void);
/*0x006a*/ bool aiGiveObjectToChr(void);
/*0x006b*/ bool aiObjectMoveToPad(void);
/*0x006c*/ bool aiOpenDoor(void);
/*0x006d*/ bool aiCloseDoor(void);
/*0x006e*/ bool aiIfDoorState(void);
/*0x006f*/ bool aiIfObjectIsDoor(void);
/*0x0070*/ bool aiLockDoor(void);
/*0x0071*/ bool aiUnlockDoor(void);
/*0x0072*/ bool aiIfDoorLocked(void);
/*0x0073*/ bool aiIfObjectiveComplete(void);
/*0x0074*/ bool aiIfObjectiveFailed(void);
/*0x0068*/ bool ai_chr_drop_items(void);
/*0x0069*/ bool ai_chr_drop_weapon(void);
/*0x006a*/ bool ai_give_object_to_chr(void);
/*0x006b*/ bool ai_object_move_to_pad(void);
/*0x006c*/ bool ai_open_door(void);
/*0x006d*/ bool ai_close_door(void);
/*0x006e*/ bool ai_if_door_state(void);
/*0x006f*/ bool ai_if_object_is_door(void);
/*0x0070*/ bool ai_lock_door(void);
/*0x0071*/ bool ai_unlock_door(void);
/*0x0072*/ bool ai_if_door_locked(void);
/*0x0073*/ bool ai_if_objective_complete(void);
/*0x0074*/ bool ai_if_objective_failed(void);
/*0x0075*/ bool ai0075(void);
/*0x0076*/ bool aiSetPadPresetToTargetQuadrant(void);
/*0x0077*/ bool aiIfDifficultyLessThan(void);
/*0x0078*/ bool aiIfDifficultyGreaterThan(void);
/*0x0079*/ bool aiIfStageTimerLessThan(void);
/*0x007a*/ bool aiIfStageTimerGreaterThan(void);
/*0x007b*/ bool aiIfStageIdLessThan(void);
/*0x007c*/ bool aiIfStageIdGreaterThan(void);
/*0x007d*/ bool aiIfNumArghsLessThan(void);
/*0x007e*/ bool aiIfNumArghsGreaterThan(void);
/*0x007f*/ bool aiIfNumCloseArghsLessThan(void);
/*0x0080*/ bool aiIfNumCloseArghsGreaterThan(void);
/*0x0081*/ bool aiIfChrHealthGreaterThan(void);
/*0x0082*/ bool aiIfChrHealthLessThan(void);
/*0x0083*/ bool aiIfInjured(void);
/*0x0084*/ bool aiSetMorale(void);
/*0x0085*/ bool aiAddMorale(void);
/*0x0086*/ bool aiChrAddMorale(void);
/*0x0087*/ bool aiSubtractMorale(void);
/*0x0088*/ bool aiIfMoraleLessThan(void);
/*0x0089*/ bool aiIfMoraleLessThanRandom(void);
/*0x008a*/ bool aiSetAlertness(void);
/*0x008b*/ bool aiAddAlertness(void);
/*0x008c*/ bool aiChrAddAlertness(void);
/*0x008d*/ bool aiSubtractAlertness(void);
/*0x008e*/ bool aiIfAlertness(void);
/*0x008f*/ bool aiIfChrAlertnessLessThan(void);
/*0x0090*/ bool aiIfAlertnessLessThanRandom(void);
/*0x0091*/ bool aiNoOp0091(void);
/*0x0092*/ bool aiSetHearDistance(void);
/*0x0093*/ bool aiSetViewDistance(void);
/*0x0094*/ bool aiSetGrenadeProbability(void);
/*0x0095*/ bool aiSetChrNum(void);
/*0x0096*/ bool aiSetMaxDamage(void);
/*0x0097*/ bool aiAddHealth(void);
/*0x0098*/ bool aiSetReactionSpeed(void);
/*0x0099*/ bool aiSetRecoverySpeed(void);
/*0x009a*/ bool aiSetAccuracy(void);
/*0x009b*/ bool aiSetFlag(void);
/*0x009c*/ bool aiUnsetFlag(void);
/*0x009d*/ bool aiIfHasFlag(void);
/*0x009e*/ bool aiChrSetFlag(void);
/*0x009f*/ bool aiChrUnsetFlag(void);
/*0x00a0*/ bool aiIfChrHasFlag(void);
/*0x00a1*/ bool aiSetStageFlag(void);
/*0x00a2*/ bool aiUnsetStageFlag(void);
/*0x00a3*/ bool aiIfStageFlagEq(void);
/*0x00a4*/ bool aiSetChrflag(void);
/*0x00a5*/ bool aiUnsetChrflag(void);
/*0x00a6*/ bool aiIfHasChrflag(void);
/*0x00a7*/ bool aiChrSetChrflag(void);
/*0x00a8*/ bool aiChrUnsetChrflag(void);
/*0x00a9*/ bool aiIfChrHasChrflag(void);
/*0x00aa*/ bool aiSetObjFlag(void);
/*0x00ab*/ bool aiUnsetObjFlag(void);
/*0x00ac*/ bool aiIfObjHasFlag(void);
/*0x00ad*/ bool aiSetObjFlag2(void);
/*0x00ae*/ bool aiUnsetObjFlag2(void);
/*0x00af*/ bool aiIfObjHasFlag2(void);
/*0x00b0*/ bool aiSetChrPreset(void);
/*0x00b1*/ bool aiSetChrTarget(void);
/*0x00b2*/ bool aiSetPadPreset(void);
/*0x00b3*/ bool aiChrSetPadPreset(void);
/*0x00b4*/ bool aiChrCopyPadPreset(void);
/*0x00b5*/ bool aiPrint(void);
/*0x00b6*/ bool aiRestartTimer(void);
/*0x00b7*/ bool aiResetTimer(void);
/*0x00b8*/ bool aiPauseTimer(void);
/*0x00b9*/ bool aiResumeTimer(void);
/*0x00ba*/ bool aiIfTimerStopped(void);
/*0x00bb*/ bool aiIfTimerGreaterThanRandom(void);
/*0x00bc*/ bool aiIfTimerLessThan(void);
/*0x00bd*/ bool aiIfTimerGreaterThan(void);
/*0x00be*/ bool aiShowCountdownTimer(void);
/*0x00bf*/ bool aiHideCountdownTimer(void);
/*0x00c0*/ bool aiSetCountdownTimerValue(void);
/*0x00c1*/ bool aiStopCountdownTimer(void);
/*0x00c2*/ bool aiStartCountdownTimer(void);
/*0x00c3*/ bool aiIfCountdownTimerStopped(void);
/*0x00c4*/ bool aiIfCountdownTimerLessThan(void);
/*0x00c5*/ bool aiIfCountdownTimerGreaterThan(void);
/*0x00c6*/ bool aiSpawnChrAtPad(void);
/*0x00c7*/ bool aiSpawnChrAtChr(void);
/*0x00c8*/ bool aiTryEquipWeapon(void);
/*0x00c9*/ bool aiTryEquipHat(void);
/*0x00ca*/ bool aiDuplicateChr(void);
/*0x00cb*/ bool aiShowHudmsg(void);
/*0x00cc*/ bool aiShowHudmsgTopMiddle(void);
/*0x00cd*/ bool aiSpeak(void);
/*0x00ce*/ bool aiPlaySound(void);
/*0x00cf*/ bool aiSetObjectSoundPlaying(void);
/*0x00d0*/ bool aiPlayRepeatingSoundFromPad(void);
/*0x00d1*/ bool aiSetObjectSoundVolume(void);
/*0x00d2*/ bool aiSetObjectSoundVolumeByDistance(void);
/*0x00d3*/ bool aiAudioMuteChannel(void);
/*0x00d4*/ bool aiIfObjectSoundVolumeLessThan(void);
/*0x00d5*/ bool aiHovercarBeginPath(void);
/*0x00d6*/ bool aiSetVehicleSpeed(void);
/*0x00d7*/ bool aiSetRotorSpeed(void);
/*0x00d8*/ bool aiNoOp00d8(void);
/*0x00d9*/ bool aiNoOp00d9(void);
/*0x00da*/ bool aiSetObjImage(void);
/*0x00db*/ bool aiNoOp00db(void);
/*0x00dc*/ bool aiEndLevel(void);
/*0x0076*/ bool ai_set_pad_preset_to_target_quadrant(void);
/*0x0077*/ bool ai_if_difficulty_less_than(void);
/*0x0078*/ bool ai_if_difficulty_greater_than(void);
/*0x0079*/ bool ai_if_stage_timer_less_than(void);
/*0x007a*/ bool ai_if_stage_timer_greater_than(void);
/*0x007b*/ bool ai_if_stage_id_less_than(void);
/*0x007c*/ bool ai_if_stage_id_greater_than(void);
/*0x007d*/ bool ai_if_num_arghs_less_than(void);
/*0x007e*/ bool ai_if_num_arghs_greater_than(void);
/*0x007f*/ bool ai_if_num_close_arghs_less_than(void);
/*0x0080*/ bool ai_if_num_close_arghs_greater_than(void);
/*0x0081*/ bool ai_if_chr_health_greater_than(void);
/*0x0082*/ bool ai_if_chr_health_less_than(void);
/*0x0083*/ bool ai_if_injured(void);
/*0x0084*/ bool ai_set_morale(void);
/*0x0085*/ bool ai_add_morale(void);
/*0x0086*/ bool ai_chr_add_morale(void);
/*0x0087*/ bool ai_subtract_morale(void);
/*0x0088*/ bool ai_if_morale_less_than(void);
/*0x0089*/ bool ai_if_morale_less_than_random(void);
/*0x008a*/ bool ai_set_alertness(void);
/*0x008b*/ bool ai_add_alertness(void);
/*0x008c*/ bool ai_chr_add_alertness(void);
/*0x008d*/ bool ai_subtract_alertness(void);
/*0x008e*/ bool ai_if_alertness(void);
/*0x008f*/ bool ai_if_chr_alertness_less_than(void);
/*0x0090*/ bool ai_if_alertness_less_than_random(void);
/*0x0091*/ bool ai_noop_0091(void);
/*0x0092*/ bool ai_set_hear_distance(void);
/*0x0093*/ bool ai_set_view_distance(void);
/*0x0094*/ bool ai_set_grenade_probability(void);
/*0x0095*/ bool ai_set_chr_num(void);
/*0x0096*/ bool ai_set_max_damage(void);
/*0x0097*/ bool ai_add_health(void);
/*0x0098*/ bool ai_set_reaction_speed(void);
/*0x0099*/ bool ai_set_recovery_speed(void);
/*0x009a*/ bool ai_set_accuracy(void);
/*0x009b*/ bool ai_set_flag(void);
/*0x009c*/ bool ai_unset_flag(void);
/*0x009d*/ bool ai_if_has_flag(void);
/*0x009e*/ bool ai_chr_set_flag(void);
/*0x009f*/ bool ai_chr_unset_flag(void);
/*0x00a0*/ bool ai_if_chr_has_flag(void);
/*0x00a1*/ bool ai_set_stage_flag(void);
/*0x00a2*/ bool ai_unset_stage_flag(void);
/*0x00a3*/ bool ai_if_stage_flag_eq(void);
/*0x00a4*/ bool ai_set_chrflag(void);
/*0x00a5*/ bool ai_unset_chrflag(void);
/*0x00a6*/ bool ai_if_has_chrflag(void);
/*0x00a7*/ bool ai_chr_set_chrflag(void);
/*0x00a8*/ bool ai_chr_unset_chrflag(void);
/*0x00a9*/ bool ai_if_chr_has_chrflag(void);
/*0x00aa*/ bool ai_set_obj_flag(void);
/*0x00ab*/ bool ai_unset_obj_flag(void);
/*0x00ac*/ bool ai_if_obj_has_flag(void);
/*0x00ad*/ bool ai_set_obj_flag2(void);
/*0x00ae*/ bool ai_unset_obj_flag2(void);
/*0x00af*/ bool ai_if_obj_has_flag2(void);
/*0x00b0*/ bool ai_set_chr_preset(void);
/*0x00b1*/ bool ai_set_chr_target(void);
/*0x00b2*/ bool ai_set_pad_preset(void);
/*0x00b3*/ bool ai_chr_set_pad_preset(void);
/*0x00b4*/ bool ai_chr_copy_pad_preset(void);
/*0x00b5*/ bool ai_print(void);
/*0x00b6*/ bool ai_restart_timer(void);
/*0x00b7*/ bool ai_reset_timer(void);
/*0x00b8*/ bool ai_pause_timer(void);
/*0x00b9*/ bool ai_resume_timer(void);
/*0x00ba*/ bool ai_if_timer_stopped(void);
/*0x00bb*/ bool ai_if_timer_greater_than_random(void);
/*0x00bc*/ bool ai_if_timer_less_than(void);
/*0x00bd*/ bool ai_if_timer_greater_than(void);
/*0x00be*/ bool ai_show_countdown_timer(void);
/*0x00bf*/ bool ai_hide_countdown_timer(void);
/*0x00c0*/ bool ai_set_countdown_timer_value(void);
/*0x00c1*/ bool ai_stop_countdown_timer(void);
/*0x00c2*/ bool ai_start_countdown_timer(void);
/*0x00c3*/ bool ai_if_countdown_timer_stopped(void);
/*0x00c4*/ bool ai_if_countdown_timer_less_than(void);
/*0x00c5*/ bool ai_if_countdown_timer_greater_than(void);
/*0x00c6*/ bool ai_spawn_chr_at_pad(void);
/*0x00c7*/ bool ai_spawn_chr_at_chr(void);
/*0x00c8*/ bool ai_try_equip_weapon(void);
/*0x00c9*/ bool ai_try_equip_hat(void);
/*0x00ca*/ bool ai_duplicate_chr(void);
/*0x00cb*/ bool ai_show_hudmsg(void);
/*0x00cc*/ bool ai_show_hudmsg_top_middle(void);
/*0x00cd*/ bool ai_speak(void);
/*0x00ce*/ bool ai_play_sound(void);
/*0x00cf*/ bool ai_set_object_sound_playing(void);
/*0x00d0*/ bool ai_play_repeating_sound_from_pad(void);
/*0x00d1*/ bool ai_set_object_sound_volume(void);
/*0x00d2*/ bool ai_set_object_sound_volume_by_distance(void);
/*0x00d3*/ bool ai_audio_mute_channel(void);
/*0x00d4*/ bool ai_if_object_sound_volume_less_than(void);
/*0x00d5*/ bool ai_hovercar_begin_path(void);
/*0x00d6*/ bool ai_set_vehicle_speed(void);
/*0x00d7*/ bool ai_set_rotor_speed(void);
/*0x00d8*/ bool ai_noop_00d8(void);
/*0x00d9*/ bool ai_noop_00d9(void);
/*0x00da*/ bool ai_set_obj_image(void);
/*0x00db*/ bool ai_noop_00db(void);
/*0x00dc*/ bool ai_end_level(void);
/*0x00dd*/ bool ai00dd(void);
/*0x00de*/ bool aiMoveCameraToPad(void);
/*0x00df*/ bool aiMoveCameraToPreset(void);
/*0x00e0*/ bool aiRevokeControl(void);
/*0x00e1*/ bool aiGrantControl(void);
/*0x00e2*/ bool aiChrMoveToPad(void);
/*0x00de*/ bool ai_move_camera_to_pad(void);
/*0x00df*/ bool ai_move_camera_to_preset(void);
/*0x00e0*/ bool ai_revoke_control(void);
/*0x00e1*/ bool ai_grant_control(void);
/*0x00e2*/ bool ai_chr_move_to_pad(void);
/*0x00e3*/ bool ai00e3(void);
/*0x00e4*/ bool ai00e4(void);
/*0x00e5*/ bool aiIfColourFadeComplete(void);
/*0x00e8*/ bool aiSetDoorOpen(void);
/*0x00e5*/ bool ai_if_colour_fade_complete(void);
/*0x00e8*/ bool ai_set_door_open(void);
/*0x00e9*/ bool ai00e9(void);
/*0x00ea*/ bool aiIfNumPlayersLessThan(void);
/*0x00eb*/ bool aiIfChrAmmoQuantityLessThan(void);
/*0x00ec*/ bool aiChrDrawWeapon(void);
/*0x00ed*/ bool aiChrDrawWeaponInCutscene(void);
/*0x00ea*/ bool ai_if_num_players_less_than(void);
/*0x00eb*/ bool ai_if_chr_ammo_quantity_less_than(void);
/*0x00ec*/ bool ai_chr_draw_weapon(void);
/*0x00ed*/ bool ai_chr_draw_weapon_in_cutscene(void);
/*0x00ee*/ bool ai00ee(void);
/*0x00ef*/ bool aiIfObjInRoom(void);
/*0x00ef*/ bool ai_if_obj_in_room(void);
/*0x00f0*/ bool ai00f0(void);
/*0x00f1*/ bool aiIfAttacking(void);
/*0x00f2*/ bool aiSwitchToAltSky(void);
/*0x00f3*/ bool aiChrSetInvincible(void);
/*0x00f4*/ bool aiMoveCameraToPos(void);
/*0x00f1*/ bool ai_if_attacking(void);
/*0x00f2*/ bool ai_switch_to_alt_sky(void);
/*0x00f3*/ bool ai_chr_set_invincible(void);
/*0x00f4*/ bool ai_move_camera_to_pos(void);
/*0x00f5*/ bool ai00f5(void);
/*0x00f6*/ bool ai00f6(void);
/*0x00f7*/ bool aiIfAllObjectivesComplete(void);
/*0x00f8*/ bool aiIfPlayerIsInvincible(void);
/*0x00f9*/ bool aiPlayXTrack(void);
/*0x00fa*/ bool aiStopXTrack(void);
/*0x00fb*/ bool aiChrExplosions(void);
/*0x00fc*/ bool aiIfKillCountGreaterThan(void);
/*0x00f7*/ bool ai_if_all_objectives_complete(void);
/*0x00f8*/ bool ai_if_player_is_invincible(void);
/*0x00f9*/ bool ai_play_x_track(void);
/*0x00fa*/ bool ai_stop_x_track(void);
/*0x00fb*/ bool ai_chr_explosions(void);
/*0x00fc*/ bool ai_if_kill_count_greater_than(void);
/*0x00fd*/ bool ai00fd(void);
/*0x00fe*/ bool aiKillBond(void);
/*0x00ff*/ bool aiBeSurprisedSurrender(void);
/*0x0100*/ bool aiNoOp0100(void);
/*0x0101*/ bool aiNoOp0101(void);
/*0x0102*/ bool aiSetLights(void);
/*0x0103*/ bool aiIfPropPresetIsBlockingSightToTarget(void);
/*0x0104*/ bool aiRemoveObjectAtPropPreset(void);
/*0x0105*/ bool aiIfPropPresetHeightLessThan(void);
/*0x0106*/ bool aiSetTarget(void);
/*0x0107*/ bool aiIfPresetsTargetIsNotMyTarget(void);
/*0x0108*/ bool aiIfChrTarget(void);
/*0x0109*/ bool aiSetChrPresetToChrNearSelf(void);
/*0x010a*/ bool aiSetChrPresetToChrNearPad(void);
/*0x010b*/ bool aiChrSetTeam(void);
/*0x010c*/ bool aiIfCompareChrPresetsTeam(void);
/*0x010d*/ bool aiNoOp010d(void);
/*0x010e*/ bool aiSetShield(void);
/*0x010f*/ bool aiIfChrShieldLessThan(void);
/*0x0110*/ bool aiIfChrShieldGreaterThan(void);
/*0x0111*/ bool aiSetCameraAnimation(void);
/*0x0112*/ bool aiObjectDoAnimation(void);
/*0x0113*/ bool aiIfInCutscene(void);
/*0x0114*/ bool aiEnableChr(void);
/*0x0115*/ bool aiDisableChr(void);
/*0x0116*/ bool aiEnableObj(void);
/*0x0117*/ bool aiDisableObj(void);
/*0x0118*/ bool aiSetObjFlag3(void);
/*0x0119*/ bool aiUnsetObjFlag3(void);
/*0x011a*/ bool aiIfObjHasFlag3(void);
/*0x011b*/ bool aiChrSetHiddenFlag(void);
/*0x011c*/ bool aiChrUnsetHiddenFlag(void);
/*0x011d*/ bool aiIfChrHasHiddenFlag(void);
/*0x011e*/ bool aiIfHuman(void);
/*0x011f*/ bool aiIfSkedar(void);
/*0x0120*/ bool aiIfSafety2LessThan(void);
/*0x0121*/ bool aiFindCover(void);
/*0x0122*/ bool aiFindCoverWithinDist(void);
/*0x0123*/ bool aiFindCoverOutsideDist(void);
/*0x0124*/ bool aiGoToCover(void);
/*0x0125*/ bool aiCheckCoverOutOfSight(void);
/*0x0126*/ bool aiIfPlayerUsingCmpOrAr34(void);
/*0x0127*/ bool aiDetectEnemyOnSameFloor(void);
/*0x0128*/ bool aiDetectEnemy(void);
/*0x0129*/ bool aiIfSafetyLessThan(void);
/*0x012a*/ bool aiIfTargetMovingSlowly(void);
/*0x012b*/ bool aiIfTargetMovingCloser(void);
/*0x012c*/ bool aiIfTargetMovingAway(void);
/*0x00fe*/ bool ai_kill_bond(void);
/*0x00ff*/ bool ai_be_surprised_surrender(void);
/*0x0100*/ bool ai_noop_0100(void);
/*0x0101*/ bool ai_noop_0101(void);
/*0x0102*/ bool ai_set_lights(void);
/*0x0103*/ bool ai_if_prop_preset_is_blocking_sight_to_target(void);
/*0x0104*/ bool ai_remove_object_at_prop_preset(void);
/*0x0105*/ bool ai_if_prop_preset_height_less_than(void);
/*0x0106*/ bool ai_set_target(void);
/*0x0107*/ bool ai_if_presets_target_is_not_my_target(void);
/*0x0108*/ bool ai_if_chr_target(void);
/*0x0109*/ bool ai_set_chr_preset_to_chr_near_self(void);
/*0x010a*/ bool ai_set_chr_preset_to_chr_near_pad(void);
/*0x010b*/ bool ai_chr_set_team(void);
/*0x010c*/ bool ai_if_compare_chr_presets_team(void);
/*0x010d*/ bool ai_noop_010d(void);
/*0x010e*/ bool ai_set_shield(void);
/*0x010f*/ bool ai_if_chr_shield_less_than(void);
/*0x0110*/ bool ai_if_chr_shield_greater_than(void);
/*0x0111*/ bool ai_set_camera_animation(void);
/*0x0112*/ bool ai_object_do_animation(void);
/*0x0113*/ bool ai_if_in_cutscene(void);
/*0x0114*/ bool ai_enable_chr(void);
/*0x0115*/ bool ai_disable_chr(void);
/*0x0116*/ bool ai_enable_obj(void);
/*0x0117*/ bool ai_disable_obj(void);
/*0x0118*/ bool ai_set_obj_flag3(void);
/*0x0119*/ bool ai_unset_obj_flag3(void);
/*0x011a*/ bool ai_if_obj_has_flag3(void);
/*0x011b*/ bool ai_chr_set_hidden_flag(void);
/*0x011c*/ bool ai_chr_unset_hidden_flag(void);
/*0x011d*/ bool ai_if_chr_has_hidden_flag(void);
/*0x011e*/ bool ai_if_human(void);
/*0x011f*/ bool ai_if_skedar(void);
/*0x0120*/ bool ai_if_safety2_less_than(void);
/*0x0121*/ bool ai_find_cover(void);
/*0x0122*/ bool ai_find_cover_within_dist(void);
/*0x0123*/ bool ai_find_cover_outside_dist(void);
/*0x0124*/ bool ai_go_to_cover(void);
/*0x0125*/ bool ai_check_cover_out_of_sight(void);
/*0x0126*/ bool ai_if_player_using_cmp_or_ar34(void);
/*0x0127*/ bool ai_detect_enemy_on_same_floor(void);
/*0x0128*/ bool ai_detect_enemy(void);
/*0x0129*/ bool ai_if_safety_less_than(void);
/*0x012a*/ bool ai_if_target_moving_slowly(void);
/*0x012b*/ bool ai_if_target_moving_closer(void);
/*0x012c*/ bool ai_if_target_moving_away(void);
/*0x012f*/ bool ai012f(void);
/*0x0130*/ bool aiSayQuip(void);
/*0x0131*/ bool aiIncreaseSquadronAlertness(void);
/*0x0132*/ bool aiSetAction(void);
/*0x0133*/ bool aiSetTeamOrders(void);
/*0x0134*/ bool aiIfOrders(void);
/*0x0135*/ bool aiIfHasOrders(void);
/*0x0136*/ bool aiRetreat(void);
/*0x0137*/ bool aiIfChrInSquadronDoingAction(void);
/*0x0138*/ bool aiIfChannelFree(void);
/*0x0130*/ bool ai_say_quip(void);
/*0x0131*/ bool ai_increase_squadron_alertness(void);
/*0x0132*/ bool ai_set_action(void);
/*0x0133*/ bool ai_set_team_orders(void);
/*0x0134*/ bool ai_if_orders(void);
/*0x0135*/ bool ai_if_has_orders(void);
/*0x0136*/ bool ai_retreat(void);
/*0x0137*/ bool ai_if_chr_in_squadron_doing_action(void);
/*0x0138*/ bool ai_if_channel_free(void);
/*0x0139*/ bool ai0139(void);
/*0x013a*/ bool aiSetChrPresetToUnalertedTeammate(void);
/*0x013b*/ bool aiSetSquadron(void);
/*0x013c*/ bool aiFaceCover(void);
/*0x013d*/ bool aiIfDangerousObjectNearby(void);
/*0x013a*/ bool ai_set_chr_preset_to_unalerted_teammate(void);
/*0x013b*/ bool ai_set_squadron(void);
/*0x013c*/ bool ai_face_cover(void);
/*0x013d*/ bool ai_if_dangerous_object_nearby(void);
/*0x013e*/ bool ai013e(void);
/*0x013f*/ bool aiIfHeliWeaponsArmed(void);
/*0x0140*/ bool aiIfHoverbotNextStep(void);
/*0x0141*/ bool aiShuffleInvestigationTerminals(void);
/*0x0142*/ bool aiSetPadPresetToInvestigationTerminal(void);
/*0x0143*/ bool aiHeliArmWeapons(void);
/*0x0144*/ bool aiHeliUnarmWeapons(void);
/*0x0145*/ bool aiRebuildTeams(void);
/*0x0146*/ bool aiRebuildSquadrons(void);
/*0x0147*/ bool aiIfSquadronIsDead(void);
/*0x0148*/ bool aiChrSetListening(void);
/*0x0149*/ bool aiIfChrListening(void);
/*0x014a*/ bool aiIfTrue(void);
/*0x014b*/ bool aiIfNotListening(void);
/*0x0152*/ bool aiIfNumChrsInSquadronGreaterThan(void);
/*0x0157*/ bool aiSetTintedGlassEnabled(void);
/*0x015b*/ bool aiPlayTrackIsolated(void);
/*0x015c*/ bool aiPlayDefaultTracks(void);
/*0x0165*/ bool aiIfChrInjured(void);
/*0x0166*/ bool aiIfAction(void);
/*0x0167*/ bool aiHovercopterFireRocket(void);
/*0x0168*/ bool aiIfShieldDamaged(void);
/*0x0169*/ bool aiIfNaturalAnim(void);
/*0x016a*/ bool aiIfY(void);
/*0x016b*/ bool aiPlayRepeatingSoundFromObject(void);
/*0x016c*/ bool aiNoOp016c(void);
/*0x016d*/ bool aiChrAdjustMotionBlur(void);
/*0x016e*/ bool aiDamageChrByAmount(void);
/*0x016f*/ bool aiIfChrHasGun(void);
/*0x0170*/ bool aiDoGunCommand(void);
/*0x0171*/ bool aiIfDistanceToGunLessThan(void);
/*0x0172*/ bool aiRecoverGun(void);
/*0x0173*/ bool aiChrCopyProperties(void);
/*0x0174*/ bool aiIfCutsceneButtonPressed(void);
/*0x013f*/ bool ai_if_heli_weapons_armed(void);
/*0x0140*/ bool ai_if_hoverbot_next_step(void);
/*0x0141*/ bool ai_shuffle_investigation_terminals(void);
/*0x0142*/ bool ai_set_pad_preset_to_investigation_terminal(void);
/*0x0143*/ bool ai_heli_arm_weapons(void);
/*0x0144*/ bool ai_heli_unarm_weapons(void);
/*0x0145*/ bool ai_rebuild_teams(void);
/*0x0146*/ bool ai_rebuild_squadrons(void);
/*0x0147*/ bool ai_if_squadron_is_dead(void);
/*0x0148*/ bool ai_chr_set_listening(void);
/*0x0149*/ bool ai_if_chr_listening(void);
/*0x014a*/ bool ai_if_true(void);
/*0x014b*/ bool ai_if_not_listening(void);
/*0x0152*/ bool ai_if_num_chrs_in_squadron_greater_than(void);
/*0x0157*/ bool ai_set_tinted_glass_enabled(void);
/*0x015b*/ bool ai_play_track_isolated(void);
/*0x015c*/ bool ai_play_default_tracks(void);
/*0x0165*/ bool ai_if_chr_injured(void);
/*0x0166*/ bool ai_if_action(void);
/*0x0167*/ bool ai_hovercopter_fire_rocket(void);
/*0x0168*/ bool ai_if_shield_damaged(void);
/*0x0169*/ bool ai_if_natural_anim(void);
/*0x016a*/ bool ai_if_y(void);
/*0x016b*/ bool ai_play_repeating_sound_from_object(void);
/*0x016c*/ bool ai_noop_016c(void);
/*0x016d*/ bool ai_chr_adjust_motion_blur(void);
/*0x016e*/ bool ai_damage_chr_by_amount(void);
/*0x016f*/ bool ai_if_chr_has_gun(void);
/*0x0170*/ bool ai_do_gun_command(void);
/*0x0171*/ bool ai_if_distance_to_gun_less_than(void);
/*0x0172*/ bool ai_recover_gun(void);
/*0x0173*/ bool ai_chr_copy_properties(void);
/*0x0174*/ bool ai_if_cutscene_button_pressed(void);
/*0x0175*/ bool ai0175(void);
/*0x0176*/ bool aiIfBotRespawning(void);
/*0x0177*/ bool aiPlayerAutoWalk(void);
/*0x0178*/ bool aiIfPlayerAutoWalkFinished(void);
/*0x0179*/ bool aiPlaySoundFromEntity(void);
/*0x017a*/ bool aiIfLosToAttackTarget(void);
/*0x017b*/ bool aiIfChrKnockedOut(void);
/*0x017c*/ bool aiAssignSound(void);
/*0x017d*/ bool aiPlayCutsceneTrack(void);
/*0x017e*/ bool aiStopCutsceneTrack(void);
/*0x017f*/ bool aiPlayTemporaryTrack(void);
/*0x0180*/ bool aiStopAmbientTrack(void);
/*0x0181*/ bool aiIfPlayerLookingAtObject(void);
/*0x0182*/ bool aiPunchOrKick(void);
/*0x0183*/ bool aiIfTargetIsPlayer(void);
/*0x0176*/ bool ai_if_bot_respawning(void);
/*0x0177*/ bool ai_player_auto_walk(void);
/*0x0178*/ bool ai_if_player_auto_walk_finished(void);
/*0x0179*/ bool ai_play_sound_from_entity(void);
/*0x017a*/ bool ai_if_los_to_attack_target(void);
/*0x017b*/ bool ai_if_chr_knocked_out(void);
/*0x017c*/ bool ai_assign_sound(void);
/*0x017d*/ bool ai_play_cutscene_track(void);
/*0x017e*/ bool ai_stop_cutscene_track(void);
/*0x017f*/ bool ai_play_temporary_track(void);
/*0x0180*/ bool ai_stop_ambient_track(void);
/*0x0181*/ bool ai_if_player_looking_at_object(void);
/*0x0182*/ bool ai_punch_or_kick(void);
/*0x0183*/ bool ai_if_target_is_player(void);
/*0x0184*/ bool ai0184(void);
/*0x0185*/ bool aiMpInitSimulants(void);
/*0x0186*/ bool aiIfSoundTimer(void);
/*0x0187*/ bool aiSetTargetToEyespyIfInSight(void);
/*0x0188*/ bool aiIfLiftStationary(void);
/*0x0189*/ bool aiLiftGoToStop(void);
/*0x018a*/ bool aiIfLiftAtStop(void);
/*0x018b*/ bool aiConfigureRain(void);
/*0x018c*/ bool aiChrToggleModelPart(void);
/*0x018d*/ bool aiActivateLift(void);
/*0x018e*/ bool aiMiniSkedarTryPounce(void);
/*0x018f*/ bool aiIfObjectDistanceToPadLessThan(void);
/*0x0190*/ bool aiSetSavefileFlag(void);
/*0x0191*/ bool aiUnsetSavefileFlag(void);
/*0x0192*/ bool aiIfSavefileFlagIsSet(void);
/*0x0193*/ bool aiIfSavefileFlagIsUnset(void);
/*0x019e*/ bool aiIfObjHealthLessThan(void);
/*0x019f*/ bool aiSetObjHealth(void);
/*0x01a0*/ bool aiSetChrSpecialDeathAnimation(void);
/*0x01a1*/ bool aiSetRoomToSearch(void);
/*0x01a2*/ bool aiSayCiStaffQuip(void);
/*0x01a3*/ bool aiDoPresetAnimation(void);
/*0x01a4*/ bool aiShowHudmsgMiddle(void);
/*0x01a5*/ bool aiIfUsingLift(void);
/*0x01a6*/ bool aiIfTargetYDifferenceLessThan(void);
/*0x01a7*/ bool aiIfChrNotTalking(void);
/*0x0185*/ bool ai_mp_init_simulants(void);
/*0x0186*/ bool ai_if_sound_timer(void);
/*0x0187*/ bool ai_set_target_to_eyespy_if_in_sight(void);
/*0x0188*/ bool ai_if_lift_stationary(void);
/*0x0189*/ bool ai_lift_go_to_stop(void);
/*0x018a*/ bool ai_if_lift_at_stop(void);
/*0x018b*/ bool ai_configure_rain(void);
/*0x018c*/ bool ai_chr_toggle_model_part(void);
/*0x018d*/ bool ai_activate_lift(void);
/*0x018e*/ bool ai_mini_skedar_try_pounce(void);
/*0x018f*/ bool ai_if_object_distance_to_pad_less_than(void);
/*0x0190*/ bool ai_set_savefile_flag(void);
/*0x0191*/ bool ai_unset_savefile_flag(void);
/*0x0192*/ bool ai_if_savefile_flag_is_set(void);
/*0x0193*/ bool ai_if_savefile_flag_is_unset(void);
/*0x019e*/ bool ai_if_obj_health_less_than(void);
/*0x019f*/ bool ai_set_obj_health(void);
/*0x01a0*/ bool ai_set_chr_special_death_animation(void);
/*0x01a1*/ bool ai_set_room_to_search(void);
/*0x01a2*/ bool ai_say_ci_staff_quip(void);
/*0x01a3*/ bool ai_do_preset_animation(void);
/*0x01a4*/ bool ai_show_hudmsg_middle(void);
/*0x01a5*/ bool ai_if_using_lift(void);
/*0x01a6*/ bool ai_if_target_y_difference_less_than(void);
/*0x01a7*/ bool ai_if_chr_not_talking(void);
/*0x01aa*/ bool ai01aa(void);
/*0x01ab*/ bool aiIfNumKnockedOutChrs(void);
/*0x01ad*/ bool aiReleaseObject(void);
/*0x01ae*/ bool aiClearInventory(void);
/*0x01af*/ bool aiChrGrabObject(void);
/*0x01b1*/ bool aiShuffleRuinsPillars(void);
/*0x01b2*/ bool aiSetWindSpeed(void);
/*0x01b3*/ bool aiToggleP1P2(void);
/*0x01ab*/ bool ai_if_num_knocked_out_chrs(void);
/*0x01ad*/ bool ai_release_object(void);
/*0x01ae*/ bool ai_clear_inventory(void);
/*0x01af*/ bool ai_chr_grab_object(void);
/*0x01b1*/ bool ai_shuffle_ruins_pillars(void);
/*0x01b2*/ bool ai_set_wind_speed(void);
/*0x01b3*/ bool ai_toggle_p1p2(void);
/*0x01b4*/ bool ai01b4(void);
/*0x01b5*/ bool aiChrSetP1P2(void);
/*0x01b6*/ bool aiConfigureSnow(void);
/*0x01b7*/ bool aiChrSetCloaked(void);
/*0x01b8*/ bool aiSetAutogunTargetTeam(void);
/*0x01b9*/ bool aiShufflePelagicSwitches(void);
/*0x01ba*/ bool aiTryAttackLie(void);
/*0x01bb*/ bool aiNoOp01bb(void);
/*0x01b5*/ bool ai_chr_set_p1p2(void);
/*0x01b6*/ bool ai_configure_snow(void);
/*0x01b7*/ bool ai_chr_set_cloaked(void);
/*0x01b8*/ bool ai_set_autogun_target_team(void);
/*0x01b9*/ bool ai_shuffle_pelagic_switches(void);
/*0x01ba*/ bool ai_try_attack_lie(void);
/*0x01bb*/ bool ai_noop_01bb(void);
/*0x01bc*/ bool ai01bc(void);
/*0x01bd*/ bool aiIfTrainingPcHolographed(void);
/*0x01be*/ bool aiIfPlayerUsingDevice(void);
/*0x01bf*/ bool aiChrBeginOrEndTeleport(void);
/*0x01c0*/ bool aiIfChrTeleportFullWhite(void);
/*0x01c1*/ bool aiSetPunchDodgeList(void);
/*0x01c2*/ bool aiSetShootingAtMeList(void);
/*0x01c3*/ bool aiSetDarkRoomList(void);
/*0x01c4*/ bool aiSetPlayerDeadList(void);
/*0x01c5*/ bool aiAvoid(void);
/*0x01c6*/ bool aiSetDodgeRating(void);
/*0x01c7*/ bool aiSetUnarmedDodgeRating(void);
/*0x01c8*/ bool aiTitleInitMode(void);
/*0x01c9*/ bool aiTryExitTitle(void);
/*0x01ca*/ bool aiChrSetCutsceneWeapon(void);
/*0x01cb*/ bool aiFadeScreen(void);
/*0x01cc*/ bool aiIfFadeComplete(void);
/*0x01cd*/ bool aiSetChrHudpieceVisible(void);
/*0x01ce*/ bool aiSetPassiveMode(void);
/*0x01cf*/ bool aiChrSetFiringInCutscene(void);
/*0x01d0*/ bool aiSetPortalFlag(void);
/*0x01d1*/ bool aiObjSetModelPartVisible(void);
/*0x01d2*/ bool aiChrEmitSparks(void);
/*0x01d3*/ bool aiSetDrCarollImages(void);
/*0x01d4*/ bool aiSetRoomFlag(void);
/*0x01d5*/ bool aiShowCutsceneChrs(void);
/*0x01d6*/ bool aiConfigureEnvironment(void);
/*0x01d7*/ bool aiIfDistanceToTarget2LessThan(void);
/*0x01d8*/ bool aiIfDistanceToTarget2GreaterThan(void);
/*0x01d9*/ bool aiPlaySoundFromProp(void);
/*0x01da*/ bool aiPlayTemporaryPrimaryTrack(void);
/*0x01db*/ bool aiChrKill(void);
/*0x01dc*/ bool aiRemoveWeaponFromInventory(void);
/*0x01dd*/ bool aiIfMusicEventQueueIsEmpty(void);
/*0x01de*/ bool aiIfCoopMode(void);
/*0x01df*/ bool aiIfChrSameFloorDistanceToPadLessThan(void);
/*0x01e0*/ bool aiRemoveReferencesToChr(void);
/*0x01bd*/ bool ai_if_training_pc_holographed(void);
/*0x01be*/ bool ai_if_player_using_device(void);
/*0x01bf*/ bool ai_chr_begin_or_end_teleport(void);
/*0x01c0*/ bool ai_if_chr_teleport_full_white(void);
/*0x01c1*/ bool ai_set_punch_dodge_list(void);
/*0x01c2*/ bool ai_set_shooting_at_me_list(void);
/*0x01c3*/ bool ai_set_dark_room_list(void);
/*0x01c4*/ bool ai_set_player_dead_list(void);
/*0x01c5*/ bool ai_avoid(void);
/*0x01c6*/ bool ai_set_dodge_rating(void);
/*0x01c7*/ bool ai_set_unarmed_dodge_rating(void);
/*0x01c8*/ bool ai_title_init_mode(void);
/*0x01c9*/ bool ai_try_exit_title(void);
/*0x01ca*/ bool ai_chr_set_cutscene_weapon(void);
/*0x01cb*/ bool ai_fade_screen(void);
/*0x01cc*/ bool ai_if_fade_complete(void);
/*0x01cd*/ bool ai_set_chr_hudpiece_visible(void);
/*0x01ce*/ bool ai_set_passive_mode(void);
/*0x01cf*/ bool ai_chr_set_firing_in_cutscene(void);
/*0x01d0*/ bool ai_set_portal_flag(void);
/*0x01d1*/ bool ai_obj_set_model_part_visible(void);
/*0x01d2*/ bool ai_chr_emit_sparks(void);
/*0x01d3*/ bool ai_set_dr_caroll_images(void);
/*0x01d4*/ bool ai_set_room_flag(void);
/*0x01d5*/ bool ai_show_cutscene_chrs(void);
/*0x01d6*/ bool ai_configure_environment(void);
/*0x01d7*/ bool ai_if_distance_to_target2_less_than(void);
/*0x01d8*/ bool ai_if_distance_to_target2_greater_than(void);
/*0x01d9*/ bool ai_play_sound_from_prop(void);
/*0x01da*/ bool ai_play_temporary_primary_track(void);
/*0x01db*/ bool ai_chr_kill(void);
/*0x01dc*/ bool ai_remove_weapon_from_inventory(void);
/*0x01dd*/ bool ai_if_music_event_queue_is_empty(void);
/*0x01de*/ bool ai_if_coop_mode(void);
/*0x01df*/ bool ai_if_chr_same_floor_distance_to_pad_less_than(void);
/*0x01e0*/ bool ai_remove_references_to_chr(void);
void propDecrementSoundCount(struct prop *prop);
void prop_decrement_sound_count(struct prop *prop);
#endif
+3 -3
View File
@@ -4,9 +4,9 @@
#include "data.h"
#include "types.h"
void chrmgrReset(void);
void chrmgrConfigure(s32 numchrs);
void chrmgr_reset(void);
void chrmgr_configure(s32 numchrs);
void chrmgrStop(void);
void chrmgr_stop(void);
#endif
+2 -2
View File
@@ -4,7 +4,7 @@
#include "data.h"
#include "types.h"
void crcCalculateU32Pair(u8 *start, u8 *end, u32 *checksum);
void crcCalculateU16Pair(u8 *start, u8 *end, u16 *checksum);
void crc_calculate_u32_pair(u8 *start, u8 *end, u32 *checksum);
void crc_calculate_u16_pair(u8 *start, u8 *end, u16 *checksum);
#endif
+3 -3
View File
@@ -4,9 +4,9 @@
#include "data.h"
#include "types.h"
Gfx *creditsDraw(Gfx *gdl);
void creditsReset(void);
void creditsRequestAltTitle(void);
Gfx *credits_draw(Gfx *gdl);
void credits_reset(void);
void credits_request_alt_title(void);
void credits0f13ae04(Mtxf *mtx);
#endif
+34 -34
View File
@@ -6,48 +6,48 @@
void debug0f119a80nb(void);
u32 dprint();
s32 debugGetProfileMode(void);
bool debugIsBgRenderingEnabled(void);
bool debugIsPropRenderingEnabled(void);
s32 debug_get_profile_mode(void);
bool debug_is_bg_rendering_enabled(void);
bool debug_is_prop_rendering_enabled(void);
bool debug0f11ed88(void);
bool debugIsManPosEnabled(void);
bool debugIsRoomGfxExtraMemEnabled(void);
bool debugIsObjDeformDebugEnabled(void);
bool debugIsRoomStateDebugEnabled(void);
s32 debugIsTurboModeEnabled(void);
bool debugForceAllObjectivesComplete(void);
bool debugIsZBufferDisabled(void);
bool debug_is_man_pos_enabled(void);
bool debug_is_room_gfx_extra_mem_enabled(void);
bool debug_is_obj_deform_debug_enabled(void);
bool debug_is_room_state_debug_enabled(void);
s32 debug_is_turbo_mode_enabled(void);
bool debug_force_all_objectives_complete(void);
bool debug_is_z_buffer_disabled(void);
bool debug0f11ee40(void);
bool debug0f1199f0nb(void);
bool debug0f119a14nb(void);
s32 debugGetSlowMotion(void);
s32 debugGetTilesDebugMode(void);
s32 debugGetPadsDebugMode(void);
s32 debug_get_slow_motion(void);
s32 debug_get_tiles_debug_mode(void);
s32 debug_get_pads_debug_mode(void);
bool debug0f11eea8(void);
bool debugDangerousProps(void);
s32 debugGetMotionBlur(void);
bool debugIsFootstepsEnabled(void);
bool debugIsAllChallengesEnabled(void);
bool debugIsAllBuddiesEnabled(void);
bool debugIsSetCompleteEnabled(void);
bool debugIsAllTrainingEnabled(void);
bool debugAllowEndLevel(void);
bool debugIsChrStatsEnabled(void);
bool debug_dangerous_props(void);
s32 debug_get_motion_blur(void);
bool debug_is_footsteps_enabled(void);
bool debug_is_all_challenges_enabled(void);
bool debug_is_all_buddies_enabled(void);
bool debug_is_set_complete_enabled(void);
bool debug_is_all_training_enabled(void);
bool debug_allow_end_level(void);
bool debug_is_chr_stats_enabled(void);
bool debug0f11ef80(void);
bool debugIsMemInfoEnabled(void);
bool debug_is_mem_info_enabled(void);
s32 dmenuGetSelectedOption(void);
void dmenuSetSelectedOption(s32 option);
void dmenuSetMenu(char **labels, s32 (*positions)[2], s32 *offsets);
void dmenuNavigateRight(void);
void dmenuNavigateLeft(void);
void dmenuNavigateUp(void);
void dmenuNavigateDown(void);
Gfx *dmenuRender(Gfx *gdl);
s32 dmenu_get_selected_option(void);
void dmenu_set_selected_option(s32 option);
void dmenu_set_menu(char **labels, s32 (*positions)[2], s32 *offsets);
void dmenu_navigate_right(void);
void dmenu_navigate_left(void);
void dmenu_navigate_up(void);
void dmenu_navigate_down(void);
Gfx *dmenu_render(Gfx *gdl);
void debugUpdateMenu(void);
bool debugProcessInput(s8 stickx, s8 sticky, u16 buttons, u16 buttonsthisframe);
bool debugIsLineModeEnabled(void);
void debug_update_menu(void);
bool debug_process_input(s8 stickx, s8 sticky, u16 buttons, u16 buttonsthisframe);
bool debug_is_line_mode_enabled(void);
extern s32 var800786f4nb;
extern s32 g_DebugMenuPositions[][2];
+34 -34
View File
@@ -5,45 +5,45 @@
#include "types.h"
u32 func0f000920(s32 portalnum1, s32 portalnum2);
struct light *roomGetLight(s32 roomnum, s32 lightnum);
u8 roomGetFinalBrightness(s32 roomnum);
u8 roomGetFinalBrightnessForPlayer(s32 roomnum);
u8 roomGetSettledRegionalBrightnessForPlayer(s32 roomnum);
u8 roomGetSettledLocalBrightness(s32 room);
s32 roomGetFlashBrightness(s32 roomnum);
f32 roomGetLightOpCurFrac(s32 roomnum);
f32 roomGetSettledLocalBrightnessFrac(s32 roomnum);
bool lightGetBboxCentre(s32 roomnum, u32 lightnum, struct coord *pos);
bool lightIsHealthy(s32 roomnum, s32 lightnum);
bool lightIsVulnerable(s32 roomnum, s32 lightnum);
bool lightIsOn(s32 roomnum, s32 lightnum);
void roomSetFlashBrightness(s32 roomnum, s32 value);
void roomSetDefaults(struct room *room);
Gfx *lightsSetForRoom(Gfx *gdl, RoomNum roomnum);
Gfx *lightsSetDefault(Gfx *gdl);
void roomInitLights(s32 roomnum);
bool lightsHandleHit(struct coord *gunpos, struct coord *hitpos, s32 roomnum);
void roomSetLightsFaulty(s32 roomnum, s32 chance);
void roomSetLightBroken(s32 roomnum, s32 lightnum);
void lightsReset(void);
struct light *room_get_light(s32 roomnum, s32 lightnum);
u8 room_get_final_brightness(s32 roomnum);
u8 room_get_final_brightness_for_player(s32 roomnum);
u8 room_get_settled_regional_brightness_for_player(s32 roomnum);
u8 room_get_settled_local_brightness(s32 room);
s32 room_get_flash_brightness(s32 roomnum);
f32 room_get_light_op_cur_frac(s32 roomnum);
f32 room_get_settled_local_brightness_frac(s32 roomnum);
bool light_get_bbox_centre(s32 roomnum, u32 lightnum, struct coord *pos);
bool light_is_healthy(s32 roomnum, s32 lightnum);
bool light_is_vulnerable(s32 roomnum, s32 lightnum);
bool light_is_on(s32 roomnum, s32 lightnum);
void room_set_flash_brightness(s32 roomnum, s32 value);
void room_set_defaults(struct room *room);
Gfx *lights_set_for_room(Gfx *gdl, RoomNum roomnum);
Gfx *lights_set_default(Gfx *gdl);
void room_init_lights(s32 roomnum);
bool lights_handle_hit(struct coord *gunpos, struct coord *hitpos, s32 roomnum);
void room_set_lights_faulty(s32 roomnum, s32 chance);
void room_set_light_broken(s32 roomnum, s32 lightnum);
void lights_reset(void);
void func0f001c0c(void);
void func0f00215c(u8 *arg0);
void lightsCalculateRoomDimensions(void);
void lights_calculate_room_dimensions(void);
void func0f00259c(s32 roomnum);
void func0f002844(s32 roomnum, f32 arg1, s32 arg2, s32 portalnum);
void func0f002a98(void);
void roomSetLightsOn(s32 roomnum, s32 enable);
void roomSetLightOp(s32 roomnum, s32 operation, u8 br_to, u8 br_from, u8 duration60);
bool lightTickBroken(s32 roomnum, s32 lightnum);
void lightingTick(void);
void lightsConfigureForPerfectDarknessCutscene(void);
void lightsConfigureForPerfectDarknessGameplay(void);
void lightsTickPerfectDarkness(void);
void roomsTickLighting(void);
void lightsTick(void);
void roomFlashLighting(s32 roomnum, s32 start, s32 limit);
void roomFlashLocalLighting(s32 roomnum, s32 increment, s32 limit);
void roomHighlight(s32 roomnum);
void room_set_lights_on(s32 roomnum, s32 enable);
void room_set_light_op(s32 roomnum, s32 operation, u8 br_to, u8 br_from, u8 duration60);
bool light_tick_broken(s32 roomnum, s32 lightnum);
void lighting_tick(void);
void lights_configure_for_perfect_darkness_cutscene(void);
void lights_configure_for_perfect_darkness_gameplay(void);
void lights_tick_perfect_darkness(void);
void rooms_tick_lighting(void);
void lights_tick(void);
void room_flash_lighting(s32 roomnum, s32 start, s32 limit);
void room_flash_local_lighting(s32 roomnum, s32 increment, s32 limit);
void room_highlight(s32 roomnum);
void func0f004c6c(void);
void func0f00505c(void);
f32 func0f0053d0(s32 room1, struct coord *arg1, s32 portal1, s32 room2, struct coord *arg4, s32 portal2, f32 *arg6);
+6 -6
View File
@@ -4,11 +4,11 @@
#include "data.h"
#include "types.h"
void dyntexTickRoom(s32 roomnum, Vtx *vertices);
void dyntexAddVertex(Vtx *vertex);
void dyntexSetCurrentType(s16 type);
void dyntexSetCurrentRoom(RoomNum roomnum);
void dyntexReset(void);
bool dyntexHasRoom(void);
void dyntex_tick_room(s32 roomnum, Vtx *vertices);
void dyntex_add_vertex(Vtx *vertex);
void dyntex_set_current_type(s16 type);
void dyntex_set_current_room(RoomNum roomnum);
void dyntex_reset(void);
bool dyntex_has_room(void);
#endif
+34 -34
View File
@@ -4,39 +4,39 @@
#include "data.h"
#include "types.h"
MenuDialogHandlerResult endscreenHandleRetryMission(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult endscreenHandle2PCompleted(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult endscreenHandle2PFailed(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult endscreenHandleDeclineMission(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult endscreenHandleCheatInfo(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult endscreenHandleContinueMission(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult endscreenHandleReplayLastLevel(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult endscreenHandleReplayPreviousMission(s32 operation, struct menuitem *item, union handlerdata *data);
char *endscreenMenuTitleRetryMission(struct menudialogdef *dialogdef);
char *endscreenMenuTitleNextMission(struct menudialogdef *dialogdef);
char *endscreenMenuTextNumKills(struct menuitem *item);
char *endscreenMenuTextNumShots(struct menuitem *item);
char *endscreenMenuTextNumHeadShots(struct menuitem *item);
char *endscreenMenuTextNumBodyShots(struct menuitem *item);
char *endscreenMenuTextNumLimbShots(struct menuitem *item);
char *endscreenMenuTextNumOtherShots(struct menuitem *item);
char *endscreenMenuTextAccuracy(struct menuitem *item);
char *endscreenMenuTextMissionStatus(struct menuitem *item);
char *endscreenMenuTextAgentStatus(struct menuitem *item);
char *endscreenMenuTitleStageCompleted(struct menuitem *item);
char *endscreenMenuTextCurrentStageName3(struct menuitem *item);
char *endscreenMenuTitleStageFailed(struct menuitem *item);
char *endscreenMenuTextMissionTime(struct menuitem *item);
struct menudialogdef *endscreenAdvance(void);
void endscreenResetModels(void);
void endscreenContinue(s32 context);
char *endscreenMenuTextTimedCheatName(struct menuitem *item);
char *endscreenMenuTextCompletionCheatName(struct menuitem *item);
char *endscreenMenuTextTargetTime(struct menuitem *item);
void endscreenSetCoopCompleted(void);
void endscreenPrepare(void);
void endscreenPushCoop(void);
void endscreenPushSolo(void);
void endscreenPushAnti(void);
MenuDialogHandlerResult endscreen_handle_retry_mission(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult endscreen_handle_2p_completed(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult endscreen_handle_2p_failed(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult endscreen_handle_decline_mission(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult endscreen_handle_cheat_info(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult endscreen_handle_continue_mission(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult endscreen_handle_replay_last_level(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult endscreen_handle_replay_previous_mission(s32 operation, struct menuitem *item, union handlerdata *data);
char *endscreen_menu_title_retry_mission(struct menudialogdef *dialogdef);
char *endscreen_menu_title_next_mission(struct menudialogdef *dialogdef);
char *endscreen_menu_text_num_kills(struct menuitem *item);
char *endscreen_menu_text_num_shots(struct menuitem *item);
char *endscreen_menu_text_num_head_shots(struct menuitem *item);
char *endscreen_menu_text_num_body_shots(struct menuitem *item);
char *endscreen_menu_text_num_limb_shots(struct menuitem *item);
char *endscreen_menu_text_num_other_shots(struct menuitem *item);
char *endscreen_menu_text_accuracy(struct menuitem *item);
char *endscreen_menu_text_mission_status(struct menuitem *item);
char *endscreen_menu_text_agent_status(struct menuitem *item);
char *endscreen_menu_title_stage_completed(struct menuitem *item);
char *endscreen_menu_text_current_stage_name3(struct menuitem *item);
char *endscreen_menu_title_stage_failed(struct menuitem *item);
char *endscreen_menu_text_mission_time(struct menuitem *item);
struct menudialogdef *endscreen_advance(void);
void endscreen_reset_models(void);
void endscreen_continue(s32 context);
char *endscreen_menu_text_timed_cheat_name(struct menuitem *item);
char *endscreen_menu_text_completion_cheat_name(struct menuitem *item);
char *endscreen_menu_text_target_time(struct menuitem *item);
void endscreen_set_coop_completed(void);
void endscreen_prepare(void);
void endscreen_push_coop(void);
void endscreen_push_solo(void);
void endscreen_push_anti(void);
#endif
+13 -13
View File
@@ -10,18 +10,18 @@ struct distfadesettings {
f32 refdist;
};
struct environment *envGetCurrent(void);
f32 envGetSquaredFogMax(void);
void envTick(void);
void envApplyFogEnvironment(struct fogenvironment *sky);
void envApplyNoFogEnvironment(struct nofogenvironment *sky);
void envSetStageNum(s32 stagenum);
void envChooseAndApply(s32 stagenum, bool allowoverride);
void envApplyTransitionFrac(f32 arg0);
Gfx *envStartFog(Gfx *gdl, bool xlupass);
Gfx *envStopFog(Gfx *gdl);
bool envIsPosInFogMaxDistance(struct coord *pos, f32 tolerance);
struct distfadesettings *envGetDistFadeSettings(void);
s32 envGetObjShadeMode(struct prop *prop, f32 arg1[4]);
struct environment *env_get_current(void);
f32 env_get_squared_fog_max(void);
void env_tick(void);
void env_apply_fog_environment(struct fogenvironment *sky);
void env_apply_no_fog_environment(struct nofogenvironment *sky);
void env_set_stage_num(s32 stagenum);
void env_choose_and_apply(s32 stagenum, bool allowoverride);
void env_apply_transition_frac(f32 arg0);
Gfx *env_start_fog(Gfx *gdl, bool xlupass);
Gfx *env_stop_fog(Gfx *gdl);
bool env_is_pos_in_fog_max_distance(struct coord *pos, f32 tolerance);
struct distfadesettings *env_get_dist_fade_settings(void);
s32 env_get_obj_shade_mode(struct prop *prop, f32 arg1[4]);
#endif
+16 -16
View File
@@ -4,23 +4,23 @@
#include "data.h"
#include "types.h"
void explosionsReset(void);
void explosions_reset(void);
void explosionsStop(void);
void explosions_stop(void);
bool explosionCreateSimple(struct prop *prop, struct coord *pos, RoomNum *rooms, s16 type, s32 playernum);
bool explosionCreateComplex(struct prop *prop, struct coord *pos, RoomNum *rooms, s16 type, s32 playernum);
f32 explosionGetHorizontalRangeAtFrame(struct explosion *exp, s32 frame);
f32 explosionGetVerticalRangeAtFrame(struct explosion *exp, s32 frame);
void explosionGetBboxAtFrame(struct coord *lower, struct coord *upper, s32 frame, struct prop *prop);
void explosionAlertChrs(f32 *radius, struct coord *noisepos);
bool explosionCreate(struct prop *prop, struct coord *pos, RoomNum *rooms, s16 type, s32 playernum, bool makescorch, struct coord *arg6, RoomNum room, struct coord *arg8);
void explosionsUpdateShake(struct coord *arg0, struct coord *arg1, struct coord *arg2);
bool explosionOverlapsProp(struct explosion *exp, struct prop *prop, struct coord *pos1, struct coord *pos2);
void explosionInflictDamage(struct prop *prop);
u32 explosionTick(struct prop *prop);
u32 explosionTickPlayer(struct prop *prop);
Gfx *explosionRender(struct prop *prop, Gfx *gdl, bool xlupass);
Gfx *explosionRenderPart(struct explosion *exp, struct explosionpart *part, Gfx *gdl, struct coord *coord, s32 arg4);
bool explosion_create_simple(struct prop *prop, struct coord *pos, RoomNum *rooms, s16 type, s32 playernum);
bool explosion_create_complex(struct prop *prop, struct coord *pos, RoomNum *rooms, s16 type, s32 playernum);
f32 explosion_get_horizontal_range_at_frame(struct explosion *exp, s32 frame);
f32 explosion_get_vertical_range_at_frame(struct explosion *exp, s32 frame);
void explosion_get_bbox_at_frame(struct coord *lower, struct coord *upper, s32 frame, struct prop *prop);
void explosion_alert_chrs(f32 *radius, struct coord *noisepos);
bool explosion_create(struct prop *prop, struct coord *pos, RoomNum *rooms, s16 type, s32 playernum, bool makescorch, struct coord *arg6, RoomNum room, struct coord *arg8);
void explosions_update_shake(struct coord *arg0, struct coord *arg1, struct coord *arg2);
bool explosion_overlaps_prop(struct explosion *exp, struct prop *prop, struct coord *pos1, struct coord *pos2);
void explosion_inflict_damage(struct prop *prop);
u32 explosion_tick(struct prop *prop);
u32 explosion_tick_player(struct prop *prop);
Gfx *explosion_render(struct prop *prop, Gfx *gdl, bool xlupass);
Gfx *explosion_render_part(struct explosion *exp, struct explosionpart *part, Gfx *gdl, struct coord *coord, s32 arg4);
#endif
+11 -11
View File
@@ -4,17 +4,17 @@
#include "data.h"
#include "types.h"
romptr_t fileGetRomAddress(s32 filenum);
s32 fileGetRomSize(s32 filenum);
void filesInit(void);
void fileLoadPartToAddr(u16 filenum, void *memaddr, s32 offset, u32 len);
u32 fileGetInflatedSize(s32 filenum);
void *fileLoadToNew(s32 filenum, u32 method);
void *fileLoadToAddr(s32 filenum, s32 method, u8 *ptr, u32 size);
u32 fileGetLoadedSize(s32 filenum);
u32 fileGetAllocationSize(s32 filenum);
void fileSetSize(s32 filenum, void *ptr, u32 size, bool reallocate);
void filesStop(u8 arg0);
romptr_t file_get_rom_address(s32 filenum);
s32 file_get_rom_size(s32 filenum);
void files_init(void);
void file_load_part_to_addr(u16 filenum, void *memaddr, s32 offset, u32 len);
u32 file_get_inflated_size(s32 filenum);
void *file_load_to_new(s32 filenum, u32 method);
void *file_load_to_addr(s32 filenum, s32 method, u8 *ptr, u32 size);
u32 file_get_loaded_size(s32 filenum);
u32 file_get_allocation_size(s32 filenum);
void file_set_size(s32 filenum, void *ptr, u32 size, bool reallocate);
void files_stop(u8 arg0);
void func0f167330(void);
#endif
+5 -5
View File
@@ -6,10 +6,10 @@
void func0f110bf0(void);
void func0f110bf8(void);
void filelistCreate(s32 listnum, u8 filetype);
s32 filelistFindOrCreate(u8 filetype);
void filelistInvalidatePak(s32 device);
void filelistsTick(void);
void filelistUpdate(struct filelist *list);
void filelist_create(s32 listnum, u8 filetype);
s32 filelist_find_or_create(u8 filetype);
void filelist_invalidate_pak(s32 device);
void filelists_tick(void);
void filelist_update(struct filelist *list);
#endif
+72 -72
View File
@@ -6,80 +6,80 @@
extern struct menudialogdef g_ChooseLanguageMenuDialog;
char *filemgrGetDeviceName(s32 index);
char *filemgrMenuTextDeviceName(struct menuitem *item);
void filemgrGetSelectName(char *buffer, struct filelistfile *file, u32 filetype);
char *filemgrMenuTextDeleteFileName(struct menuitem *item);
void filemgrSetDevice1BySerial(s32 deviceserial);
void filemgrSetDevice1ByFile(struct filelistfile *file);
void filemgrSetFileToDelete(struct filelistfile *file, s32 filetype);
char *filemgrMenuTextFailReason(struct menuitem *item);
char *filemgrMenuTextDeviceNameForError(struct menuitem *item);
void filemgrPushErrorDialog(u16 errno);
s32 filemgrGetDeviceNameOrStartIndex(s32 listnum, s32 operation, s32 optionindex);
char *filemgrMenuTextErrorTitle(struct menuitem *item);
char *filemgrMenuTextFileType(struct menuitem *item);
char *filemgr_get_device_name(s32 index);
char *filemgr_menu_text_device_name(struct menuitem *item);
void filemgr_get_select_name(char *buffer, struct filelistfile *file, u32 filetype);
char *filemgr_menu_text_delete_file_name(struct menuitem *item);
void filemgr_set_device1_by_serial(s32 deviceserial);
void filemgr_set_device1_by_file(struct filelistfile *file);
void filemgr_set_file_to_delete(struct filelistfile *file, s32 filetype);
char *filemgr_menu_text_fail_reason(struct menuitem *item);
char *filemgr_menu_text_device_name_for_error(struct menuitem *item);
void filemgr_push_error_dialog(u16 errno);
s32 filemgr_get_device_name_or_start_index(s32 listnum, s32 operation, s32 optionindex);
char *filemgr_menu_text_error_title(struct menuitem *item);
char *filemgr_menu_text_file_type(struct menuitem *item);
void func0f10898c(void);
void filemgrHandleSuccess(void);
void filemgrEraseCorruptFile(void);
char *filemgrMenuTextInsertOriginalPak(struct menuitem *item);
void filemgrRetrySave(s32 arg0);
bool filemgrAttemptOperation(s32 device, bool closeonsuccess);
bool filemgrSaveOrLoad(struct fileguid *guid, s32 fileop, u32 playernum);
void filemgrDeleteCurrentFile(void);
void filemgr_handle_success(void);
void filemgr_erase_corrupt_file(void);
char *filemgr_menu_text_insert_original_pak(struct menuitem *item);
void filemgr_retry_save(s32 arg0);
bool filemgr_attempt_operation(s32 device, bool closeonsuccess);
bool filemgr_save_or_load(struct fileguid *guid, s32 fileop, u32 playernum);
void filemgr_delete_current_file(void);
void func0f1097d0(s32 device);
void filemgrSaveGameToDevice(s32 device);
void filemgrGetFileName(char *dst, struct filelistfile *file);
void filemgrGetRenameName(char *buffer);
void filemgrSetRenameName(char *name);
bool filemgrIsNameAvailable(s32 arg0);
void filemgrSaveToDevice(void);
char *filemgrMenuTextDeviceNameContainingDuplicateFile(struct menuitem *item);
char *filemgrMenuTextDuplicateFileName(struct menuitem *item);
char *filemgrMenuTextLocationName2(struct menuitem *item);
char *filemgrMenuTextSaveLocationSpaces(struct menuitem *item);
void filemgrPushSelectLocationDialog(s32 arg0, u32 filetype);
char *filemgrMenuTextFileInUseDescription(struct menuitem *item);
Gfx *filemgrRenderPerfectHeadThumbnail(Gfx *gdl, struct menuitemrenderdata *renderdata, s32 filenum, s32 deviceserial);
bool filemgrIsFileInUse(struct filelistfile *file);
MenuItemHandlerResult filemgrFileToCopyOrDeleteListMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data, bool isdelete);
void filemgrPushDeleteFileDialog(s32 listnum);
char *pakMenuTextPagesFree(struct menuitem *item);
char *pakMenuTextPagesUsed(struct menuitem *item);
char *pakMenuTextStatusMessage(struct menuitem *item);
char *pakMenuTextEditingPakName(struct menuitem *item);
bool filemgrConsiderPushingFileSelectDialog(void);
void bootmenuReset(void);
MenuItemHandlerResult filemgrChooseAgentListMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult pakGameNoteListMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrFileToCopyListMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrFileToDeleteListMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult filemgrInsertOriginalPakMenuDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult filemgrCopyOrDeleteListMenuDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult pakGameNotesMenuDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult pakChoosePakMenuDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult filemgrMainMenuDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult filemgrDeviceNameMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrFileNameMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrDeviceNameForErrorMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrRetrySaveMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrCancelSave2MenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrAcknowledgeFileLostMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrReinsertedOkMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrReinsertedCancelMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrDuplicateRenameMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrDuplicateCancelMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrCancelSaveMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrDeleteFilesForSaveMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrConfirmDeleteMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult pakDeleteGameNoteMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult pakSelectionMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrAgentNameKeyboardMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrOpenCopyFileMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrOpenDeleteFileMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrConfirmRenameMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrSaveElsewhereYesMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgrSelectLocationMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
void filemgr_save_game_to_device(s32 device);
void filemgr_get_file_name(char *dst, struct filelistfile *file);
void filemgr_get_rename_name(char *buffer);
void filemgr_set_rename_name(char *name);
bool filemgr_is_name_available(s32 arg0);
void filemgr_save_to_device(void);
char *filemgr_menu_text_device_name_containing_duplicate_file(struct menuitem *item);
char *filemgr_menu_text_duplicate_file_name(struct menuitem *item);
char *filemgr_menu_text_location_name2(struct menuitem *item);
char *filemgr_menu_text_save_location_spaces(struct menuitem *item);
void filemgr_push_select_location_dialog(s32 arg0, u32 filetype);
char *filemgr_menu_text_file_in_use_description(struct menuitem *item);
Gfx *filemgr_render_perfect_head_thumbnail(Gfx *gdl, struct menuitemrenderdata *renderdata, s32 filenum, s32 deviceserial);
bool filemgr_is_file_in_use(struct filelistfile *file);
MenuItemHandlerResult filemgr_file_to_copy_or_delete_list_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data, bool isdelete);
void filemgr_push_delete_file_dialog(s32 listnum);
char *pak_menu_text_pages_free(struct menuitem *item);
char *pak_menu_text_pages_used(struct menuitem *item);
char *pak_menu_text_status_message(struct menuitem *item);
char *pak_menu_text_editing_pak_name(struct menuitem *item);
bool filemgr_consider_pushing_file_select_dialog(void);
void bootmenu_reset(void);
MenuItemHandlerResult filemgr_choose_agent_list_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult pak_game_note_list_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_file_to_copy_list_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_file_to_delete_list_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult filemgr_insert_original_pak_menu_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult filemgr_copy_or_delete_list_menu_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult pak_game_notes_menu_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult pak_choose_pak_menu_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult filemgr_main_menu_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult filemgr_device_name_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_file_name_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_device_name_for_error_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_retry_save_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_cancel_save2_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_acknowledge_file_lost_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_reinserted_ok_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_reinserted_cancel_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_duplicate_rename_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_duplicate_cancel_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_cancel_save_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_delete_files_for_save_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_confirm_delete_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult pak_delete_game_note_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult pak_selection_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_agent_name_keyboard_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_open_copy_file_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_open_delete_file_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_confirm_rename_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_save_elsewhere_yes_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult filemgr_select_location_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
extern const char var7f1b3214[];
extern const char var7f1b3218[];
+6 -6
View File
@@ -4,11 +4,11 @@
#include "data.h"
#include "types.h"
void fmbReset(void);
MenuItemHandlerResult fmbHandleDropOut(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult fmdHandleAbortGame(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult fmbHandleAdvancedSetup(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult fmbHandleAcceptChallenge(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult fmbHandleMainMenu(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
void fmb_reset(void);
MenuItemHandlerResult fmb_handle_drop_out(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult fmd_handle_abort_game(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult fmb_handle_advanced_setup(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult fmb_handle_accept_challenge(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult fmb_handle_main_menu(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
#endif
+3 -3
View File
@@ -4,8 +4,8 @@
#include "data.h"
#include "types.h"
s32 footstepChooseSound(struct chrdata *chr, s32 index);
void footstepCheckDefault(struct chrdata *chr);
void footstepCheckMagic(struct chrdata *chr);
s32 footstep_choose_sound(struct chrdata *chr, s32 index);
void footstep_check_default(struct chrdata *chr);
void footstep_check_magic(struct chrdata *chr);
#endif
+6 -6
View File
@@ -4,11 +4,11 @@
#include "data.h"
#include "types.h"
u32 colourBlend(u32 a, u32 b, u32 weight);
void menuTickTimers(void);
f32 menuGetSinOscFrac(f32 freq);
f32 menuGetCosOscFrac(f32 freq);
f32 menuGetLinearIntervalFrac(f32 freq);
f32 menuGetLinearOscPauseFrac(f32 frac);
u32 colour_blend(u32 a, u32 b, u32 weight);
void menu_tick_timers(void);
f32 menu_get_sin_osc_frac(f32 freq);
f32 menu_get_cos_osc_frac(f32 freq);
f32 menu_get_linear_interval_frac(f32 freq);
f32 menu_get_linear_osc_pause_frac(f32 frac);
#endif
+1 -1
View File
@@ -4,6 +4,6 @@
#include "data.h"
#include "types.h"
void langReset(s32 stagenum);
void lang_reset(s32 stagenum);
#endif
+2 -2
View File
@@ -4,7 +4,7 @@
#include "data.h"
#include "types.h"
void resetSomeStageThings(void);
void stageAllocateBgChrs(void);
void reset_some_stage_things(void);
void stage_allocate_bg_chrs(void);
#endif
+2 -2
View File
@@ -4,7 +4,7 @@
#include "data.h"
#include "types.h"
void boltbeamsReset(void);
void lasersightsReset(void);
void boltbeams_reset(void);
void lasersights_reset(void);
#endif
+1 -1
View File
@@ -4,7 +4,7 @@
#include "data.h"
#include "types.h"
void mtxLoadRandomRotation(Mtxf *mtx);
void mtx_load_random_rotation(Mtxf *mtx);
void func0f0964b4(struct coord *arg0, Mtxf *mtx);
void func0f0965e4(f32 *arg0, f32 *arg1, f32 arg2);
void func0f096698(Mtxf *arg0, Mtxf *arg1, s32 count);
+32 -32
View File
@@ -4,38 +4,38 @@
#include "data.h"
#include "types.h"
struct weapon *weaponFindById(s32 itemid);
struct weaponfunc *weaponGetFunctionById(u32 weaponnum, u32 which);
struct weaponfunc *gsetGetWeaponFunction2(struct gset *gset);
struct weaponfunc *gsetGetWeaponFunction(struct gset *gset);
struct weaponfunc *weaponGetFunction(struct gset *gset, s32 which);
struct weaponfunc *currentPlayerGetWeaponFunction(u32 hand);
struct invaimsettings *gsetGetAimSettings(struct gset *gset);
struct inventory_ammo *weaponGetAmmoByFunction(u32 weaponnum, u32 funcnum);
f32 handGetXShift(s32 handnum);
struct weapon *weapon_find_by_id(s32 itemid);
struct weaponfunc *weapon_get_function_by_id(u32 weaponnum, u32 which);
struct weaponfunc *gset_get_weapon_function2(struct gset *gset);
struct weaponfunc *gset_get_weapon_function(struct gset *gset);
struct weaponfunc *weapon_get_function(struct gset *gset, s32 which);
struct weaponfunc *current_player_get_weapon_function(u32 hand);
struct invaimsettings *gset_get_aim_settings(struct gset *gset);
struct inventory_ammo *weapon_get_ammo_by_function(u32 weaponnum, u32 funcnum);
f32 hand_get_x_shift(s32 handnum);
f32 func0f0b131c(s32 handnum);
f32 currentPlayerGetGunZoomFov(void);
void currentPlayerZoomOut(f32 fovpersec);
void currentPlayerZoomIn(f32 fovpersec);
bool weaponHasFlag(s32 itemid, u32 flag);
bool weaponHasAimFlag(s32 weaponnum, u32 flag);
bool weaponHasAmmoFlag(s32 weaponnum, s32 funcnum, u32 flag);
s32 currentPlayerGetDeviceState(s32 weaponnum);
void currentPlayerSetDeviceActive(s32 weaponum, bool active);
u16 weaponGetFileNum(s32 weaponnum);
u16 weaponGetFileNum2(s32 weaponnum);
void gsetPopulateFromCurrentPlayer(s32 handnum, struct gset *gset);
struct inventory_ammo *gsetGetAmmoDefinition(struct gset *gset);
u8 gsetGetSinglePenetration(struct gset *gset);
f32 gsetGetImpactForce(struct gset *gset);
f32 gsetGetDamage(struct gset *gset);
u8 gsetGetFireslotDuration(struct gset *gset);
u16 gsetGetSingleShootSound(struct gset *gset);
bool gsetHasFunctionFlags(struct gset *gset, u32 flags);
s8 weaponGetNumTicksPerShot(u32 weaponnum, u32 funcindex);
u32 currentPlayerGetSight(void);
void gsetGetNoiseSettings(struct gset *gset, struct noisesettings *settings);
struct guncmd *gsetGetPriToSecAnim(struct gset *gset);
struct guncmd *gsetGetSecToPriAnim(struct gset *gset);
f32 current_player_get_gun_zoom_fov(void);
void current_player_zoom_out(f32 fovpersec);
void current_player_zoom_in(f32 fovpersec);
bool weapon_has_flag(s32 itemid, u32 flag);
bool weapon_has_aim_flag(s32 weaponnum, u32 flag);
bool weapon_has_ammo_flag(s32 weaponnum, s32 funcnum, u32 flag);
s32 current_player_get_device_state(s32 weaponnum);
void current_player_set_device_active(s32 weaponum, bool active);
u16 weapon_get_file_num(s32 weaponnum);
u16 weapon_get_file_num2(s32 weaponnum);
void gset_populate_from_current_player(s32 handnum, struct gset *gset);
struct inventory_ammo *gset_get_ammo_definition(struct gset *gset);
u8 gset_get_single_penetration(struct gset *gset);
f32 gset_get_impact_force(struct gset *gset);
f32 gset_get_damage(struct gset *gset);
u8 gset_get_fireslot_duration(struct gset *gset);
u16 gset_get_single_shoot_sound(struct gset *gset);
bool gset_has_function_flags(struct gset *gset, u32 flags);
s8 weapon_get_num_ticks_per_shot(u32 weaponnum, u32 funcindex);
u32 current_player_get_sight(void);
void gset_get_noise_settings(struct gset *gset, struct noisesettings *settings);
struct guncmd *gset_get_pri_to_sec_anim(struct gset *gset);
struct guncmd *gset_get_sec_to_pri_anim(struct gset *gset);
#endif
+6 -6
View File
@@ -4,14 +4,14 @@
#include "data.h"
#include "types.h"
void artifactsClear(void);
void artifactsTick(void);
void artifacts_clear(void);
void artifacts_tick(void);
u16 func0f13c574(f32 arg0);
s32 func0f13c710(f32 arg0);
void artifactsCalculateGlaresForRoom(s32 roomnum);
void artifacts_calculate_glares_for_room(s32 roomnum);
u8 func0f13d3c4(u8 arg0, u8 arg1);
Gfx *artifactsConfigureForGlares(Gfx *gdl);
Gfx *artifactsUnconfigureForGlares(Gfx *gdl);
Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum);
Gfx *artifacts_configure_for_glares(Gfx *gdl);
Gfx *artifacts_unconfigure_for_glares(Gfx *gdl);
Gfx *artifacts_render_glares_for_room(Gfx *gdl, s32 roomnum);
#endif
+22 -22
View File
@@ -8,16 +8,16 @@
#define DIAGMODE_REDRAW 1
#define DIAGMODE_FADEOUT 2
void textInit(void);
void textSetRotation90(bool rotated);
void textSetWrapIndent(s32 count);
void text_init(void);
void text_set_rotation90(bool rotated);
void text_set_wrap_indent(s32 count);
void text0f1531d0(s32 arg0);
void text0f1531dc(bool arg0);
void textLoadFont(u8 *romstart, u8 *romend, struct font **fontptr, struct fontchar **charsptr, bool monospace);
void textReset(void);
void text_load_font(u8 *romstart, u8 *romend, struct font **fontptr, struct fontchar **charsptr, bool monospace);
void text_reset(void);
Gfx *text0f153628(Gfx *gdl);
Gfx *text0f153780(Gfx *gdl);
Gfx *textSetPrimColour(Gfx *gdl, u32 colour);
Gfx *text_set_prim_colour(Gfx *gdl, u32 colour);
Gfx *text0f153838(Gfx *gdl);
Gfx *text0f153858(Gfx *gdl, s32 *x1, s32 *y1, s32 *x2, s32 *y2);
Gfx *text0f1538e4(Gfx *gdl, s32 *x1, s32 *y1, s32 *x2, s32 *y2);
@@ -26,18 +26,18 @@ Gfx *text0f153a34(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour);
Gfx *text0f153ab0(Gfx *gdl);
void text0f153b40(void);
void text0f153b6c(s32 arg0);
void textSetDiagonalBlend(s32 x, s32 y, f32 redrawtimer, u8 populated);
void textBackupDiagonalBlendSettings(void);
void textRestoreDiagonalBlendSettings(void);
void textSetHorizontalBlend(s32 x1, s32 x2, u32 arg2);
void textBackupAndResetBlends(void);
void textRestoreBlends(void);
void textSetWaveBlend(s32 arg0, s32 arg1, s32 cthresh);
void textSetMenuBlend(f32 arg0);
void textSetWaveColours(u32 colour1, u32 colour2);
void textResetBlends(void);
bool textHasDiagonalBlend(void);
u32 textApplyProjectionColour(s32 x, s32 y, u32 colour);
void text_set_diagonal_blend(s32 x, s32 y, f32 redrawtimer, u8 populated);
void text_backup_diagonal_blend_settings(void);
void text_restore_diagonal_blend_settings(void);
void text_set_horizontal_blend(s32 x1, s32 x2, u32 arg2);
void text_backup_and_reset_blends(void);
void text_restore_blends(void);
void text_set_wave_blend(s32 arg0, s32 arg1, s32 cthresh);
void text_set_menu_blend(f32 arg0);
void text_set_wave_colours(u32 colour1, u32 colour2);
void text_reset_blends(void);
bool text_has_diagonal_blend(void);
u32 text_apply_projection_colour(s32 x, s32 y, u32 colour);
u32 text0f1543ac(s32 x, s32 y, u32 colour);
Gfx *text0f154ecc(Gfx *gdl, u32 arg1, u32 arg2);
Gfx *text0f154f38(Gfx *gdl, s32 *arg1, struct fontchar *curchar, struct fontchar *prevchar, struct font *font, f32 widthscale, f32 heightscale, f32 x, f32 y);
@@ -45,12 +45,12 @@ Gfx *text0f1552d4(Gfx *gdl, f32 x, f32 y, f32 widthscale, f32 heightscale, char
Gfx *text0f15568c(Gfx *gdl, s32 *x, s32 *y, struct fontchar *curchar, struct fontchar *prevchar, struct font *font, s32 savedx, s32 savedy, s32 width, s32 height, s32 arg10);
void text0f156024(s32 arg0);
void text0f156030(u32 colour);
Gfx *textRenderProjected(Gfx *gdl, s32 *x, s32 *y, char *text, struct fontchar *chars, struct font *font, s32 colour, s32 width, s32 height, s32 arg9, s32 lineheight);
Gfx *text_render_projected(Gfx *gdl, s32 *x, s32 *y, char *text, struct fontchar *chars, struct font *font, s32 colour, s32 width, s32 height, s32 arg9, s32 lineheight);
Gfx *text0f1566cc(Gfx *gdl, u32 arg1, u32 arg2);
Gfx *text0f156a24(Gfx *gdl, s32 x, s32 y, struct fontchar *char1, s32 arg4, s32 arg5, s32 arg6, s32 arg7);
Gfx *textRender(Gfx *gdl, s32 *x, s32 *y, char *text, struct fontchar *font1, struct font *font2, u32 arg6, u32 colour, s32 width, s32 height, u32 arg10, s32 arg11);
void textMeasure(s32 *textheight, s32 *textwidth, char *text, struct fontchar *font1, struct font *font2, s32 lineheight);
void textWrap(s32 width, char *in, char *out, struct fontchar *font1, struct font *font2);
Gfx *text_render(Gfx *gdl, s32 *x, s32 *y, char *text, struct fontchar *font1, struct font *font2, u32 arg6, u32 colour, s32 width, s32 height, u32 arg10, s32 arg11);
void text_measure(s32 *textheight, s32 *textwidth, char *text, struct fontchar *font1, struct font *font2, s32 lineheight);
void text_wrap(s32 width, char *in, char *out, struct fontchar *font1, struct font *font2);
Gfx *func0f1574d0jf(Gfx *gdl, s32 *x, s32 *y, char *text, struct fontchar *font1, struct font *font2, s32 colour, u32 colour2, s32 width, s32 height, s32 arg9, u32 arg10);
+9 -9
View File
@@ -4,14 +4,14 @@
#include "data.h"
#include "types.h"
u32 gamefileHasFlag(u32 value);
void gamefileSetFlag(u32 value);
void gamefileUnsetFlag(u32 value);
void gamefilePrintFlags(void);
void gamefileApplyOptions(struct gamefile *file);
void gamefileLoadDefaults(struct gamefile *file);
s32 gamefileLoad(s32 device);
s32 gamefileSave(s32 device, s32 filenum, u16 deviceserial);
void gamefileGetOverview(char *arg0, char *name, u8 *stage, u8 *difficulty, u32 *time);
u32 gamefile_has_flag(u32 value);
void gamefile_set_flag(u32 value);
void gamefile_unset_flag(u32 value);
void gamefile_print_flags(void);
void gamefile_apply_options(struct gamefile *file);
void gamefile_load_defaults(struct gamefile *file);
s32 gamefile_load(s32 device);
s32 gamefile_save(s32 device, s32 filenum, u16 deviceserial);
void gamefile_get_overview(char *arg0, char *name, u8 *stage, u8 *difficulty, u32 *time);
#endif
+3 -3
View File
@@ -4,9 +4,9 @@
#include "data.h"
#include "types.h"
void getitleReset(void);
void getitle_reset(void);
void getitleLoad(void *addr, u32 arg1);
Gfx *getitleRender(Gfx *gdl);
void getitle_load(void *addr, u32 arg1);
Gfx *getitle_render(Gfx *gdl);
#endif
+9 -9
View File
@@ -6,14 +6,14 @@
extern u8 *g_GfxBuffers[3];
void gfxReset(void);
Gfx *gfxGetMasterDisplayList(void);
Vtx *gfxAllocateVertices(u32 count);
void *gfxAllocateMatrix(void);
LookAt *gfxAllocateLookAt(s32 count);
Col *gfxAllocateColours(s32 count);
void *gfxAllocate(u32 size);
void gfxSwapBuffers(void);
s32 gfxGetFreeGfx(Gfx *gdl);
void gfx_reset(void);
Gfx *gfx_get_master_display_list(void);
Vtx *gfx_allocate_vertices(u32 count);
void *gfx_allocate_matrix(void);
LookAt *gfx_allocate_look_at(s32 count);
Col *gfx_allocate_colours(s32 count);
void *gfx_allocate(u32 size);
void gfx_swap_buffers(void);
s32 gfx_get_free_gfx(Gfx *gdl);
#endif
+2 -2
View File
@@ -4,7 +4,7 @@
#include "data.h"
#include "types.h"
void gfxReplaceGbiCommands(Gfx *gdl, Gfx *endgdl, s32 type);
void gfxReplaceGbiCommandsRecursively(struct roomblock *arg0, s32 type);
void gfx_replace_gbi_commands(Gfx *gdl, Gfx *endgdl, s32 type);
void gfx_replace_gbi_commands_recursively(struct roomblock *arg0, s32 type);
#endif
+25 -25
View File
@@ -4,34 +4,34 @@
#include "data.h"
#include "types.h"
void boltbeamsReset(void);
void lasersightsReset(void);
void boltbeams_reset(void);
void lasersights_reset(void);
void beamCreate(struct beam *beam, s32 weaponnum, struct coord *from, struct coord *to);
void beamCreateForHand(s32 handnum);
Gfx *beamRenderGeneric(Gfx *gdl, struct textureconfig *arg1, f32 arg2, struct coord *arg3, u32 colour1, f32 arg5, struct coord *arg6, u32 colour2);
Gfx *beamRender(Gfx *gdl, struct beam *beam, bool arg2, u8 arg3);
void beamTick(struct beam *beam);
void beam_create(struct beam *beam, s32 weaponnum, struct coord *from, struct coord *to);
void beam_create_for_hand(s32 handnum);
Gfx *beam_render_generic(Gfx *gdl, struct textureconfig *arg1, f32 arg2, struct coord *arg3, u32 colour1, f32 arg5, struct coord *arg6, u32 colour2);
Gfx *beam_render(Gfx *gdl, struct beam *beam, bool arg2, u8 arg3);
void beam_tick(struct beam *beam);
struct casing *casingCreate(struct modeldef *modeldef, Mtxf *mtx);
void casingCreateForHand(s32 handnum, f32 ground, Mtxf *mtx);
void casingRender(struct casing *casing, Gfx **gdlptr);
void casingsRender(Gfx **gdlptr);
struct casing *casing_create(struct modeldef *modeldef, Mtxf *mtx);
void casing_create_for_hand(s32 handnum, f32 ground, Mtxf *mtx);
void casing_render(struct casing *casing, Gfx **gdlptr);
void casings_render(Gfx **gdlptr);
s32 boltbeamFindByProp(struct prop *prop);
s32 boltbeamCreate(struct prop *prop);
void boltbeamSetHeadPos(s32 beamnum, struct coord *pos);
void boltbeamSetTailPos(s32 beamnum, struct coord *pos);
void boltbeamIncrementHeadPos(s32 beamnum, f32 newlength, bool arg2);
void boltbeamSetAutomatic(s32 beamnum, f32 speed);
Gfx *boltbeamsRender(Gfx *gdl);
void boltbeamsTick(void);
s32 boltbeam_find_by_prop(struct prop *prop);
s32 boltbeam_create(struct prop *prop);
void boltbeam_set_head_pos(s32 beamnum, struct coord *pos);
void boltbeam_set_tail_pos(s32 beamnum, struct coord *pos);
void boltbeam_increment_head_pos(s32 beamnum, f32 newlength, bool arg2);
void boltbeam_set_automatic(s32 beamnum, f32 speed);
Gfx *boltbeams_render(Gfx *gdl);
void boltbeams_tick(void);
bool lasersightExists(s32 id, s32 *index);
Gfx *lasersightRenderDot(Gfx *gdl);
Gfx *lasersightRenderBeam(Gfx *gdl);
void lasersightSetBeam(s32 id, s32 arg1, struct coord *near, struct coord *far);
void lasersightSetDot(s32 arg0, struct coord *pos, struct coord *rot);
void lasersightFree(s32 arg0);
bool lasersight_exists(s32 id, s32 *index);
Gfx *lasersight_render_dot(Gfx *gdl);
Gfx *lasersight_render_beam(Gfx *gdl);
void lasersight_set_beam(s32 id, s32 arg1, struct coord *near, struct coord *far);
void lasersight_set_dot(s32 arg0, struct coord *pos, struct coord *rot);
void lasersight_free(s32 arg0);
#endif
+1 -1
View File
@@ -4,6 +4,6 @@
#include "data.h"
#include "types.h"
Gfx *healthbarDraw(Gfx *gdl, struct chrdata *chr, s32 offy, f32 heightfrac);
Gfx *healthbar_draw(Gfx *gdl, struct chrdata *chr, s32 offy, f32 heightfrac);
#endif
+22 -22
View File
@@ -4,31 +4,31 @@
#include "data.h"
#include "types.h"
u8 hudmsgsAreActive(void);
s32 hudmsgIsZoomRangeVisible(void);
Gfx *hudmsgRenderMissionTimer(Gfx *gdl, u32 alpha);
Gfx *hudmsgRenderZoomRange(Gfx *gdl, u32 alpha);
Gfx *hudmsgRenderBox(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, f32 bgopacity, u32 bordercolour, f32 textopacity);
u8 hudmsgs_are_active(void);
s32 hudmsg_is_zoom_range_visible(void);
Gfx *hudmsg_render_mission_timer(Gfx *gdl, u32 alpha);
Gfx *hudmsg_render_zoom_range(Gfx *gdl, u32 alpha);
Gfx *hudmsg_render_box(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, f32 bgopacity, u32 bordercolour, f32 textopacity);
s32 hudmsg0f0ddb1c(s32 *arg0, s32 arg1);
void hudmsgsHideByChannel(s32 value);
void hudmsgsReset(void);
void hudmsgRemoveAll(void);
s32 hudmsgGetNext(s32 refid);
void hudmsgCreate(char *text, s32 type);
void hudmsgCreateWithFlags(char *text, s32 type, u32 flags);
void hudmsgCreateWithColour(char *text, s32 type, u8 colour);
void hudmsgCreateWithDuration(char *text, s32 type, struct hudmsgtype *config, s32 duration60);
void hudmsgCreateAsSubtitle(char *text, s32 type, u8 colourindex, s32 audiochannelnum);
void hudmsgCalculatePosition(struct hudmessage *msg);
void hudmsgCreateFromArgs(char *text, s32 type, s32 conf00, s32 conf01, s32 conf02,
void hudmsgs_hide_by_channel(s32 value);
void hudmsgs_reset(void);
void hudmsg_remove_all(void);
s32 hudmsg_get_next(s32 refid);
void hudmsg_create(char *text, s32 type);
void hudmsg_create_with_flags(char *text, s32 type, u32 flags);
void hudmsg_create_with_colour(char *text, s32 type, u8 colour);
void hudmsg_create_with_duration(char *text, s32 type, struct hudmsgtype *config, s32 duration60);
void hudmsg_create_as_subtitle(char *text, s32 type, u8 colourindex, s32 audiochannelnum);
void hudmsg_calculate_position(struct hudmessage *msg);
void hudmsg_create_from_args(char *text, s32 type, s32 conf00, s32 conf01, s32 conf02,
struct fontchar **conf04, struct font **conf08,
u32 textcolour, u32 shadowcolour,
u32 alignh, s32 conf16, u32 alignv, s32 conf18, s32 arg14, u32 flags);
void hudmsgsTick(void);
void hudmsgsSetOn(u32 reason);
void hudmsgsSetOff(u32 reason);
void hudmsgsRemoveForDeadPlayer(s32 playernum);
Gfx *hudmsgsRender(Gfx *gdl);
void hudmsgsStop(void);
void hudmsgs_tick(void);
void hudmsgs_set_on(u32 reason);
void hudmsgs_set_off(u32 reason);
void hudmsgs_remove_for_dead_player(s32 playernum);
Gfx *hudmsgs_render(Gfx *gdl);
void hudmsgs_stop(void);
#endif
+46 -46
View File
@@ -8,52 +8,52 @@ extern struct noisesettings invnoisesettings_silent;
extern struct invaimsettings invaimsettings_default;
extern struct weapon *g_Weapons[WEAPON_SUICIDEPILL + 1];
void invReset(void);
void invInit(s32 numdoubles);
void inv_reset(void);
void inv_init(s32 numdoubles);
void invClear(void);
void invSortItem(struct invitem *item);
void invInsertItem(struct invitem *item);
void invRemoveItem(struct invitem *item);
struct invitem *invFindUnusedSlot(void);
void invSetAllGuns(bool enable);
struct invitem *invFindSingleWeapon(s32 weaponnum);
bool invHasSingleWeaponExcAllGuns(s32 weaponnum);
struct invitem *invFindDoubleWeapon(s32 weapon1, s32 weapon2);
bool invHasDoubleWeaponExcAllGuns(s32 weapon1, s32 weapon2);
bool invHasSingleWeaponOrProp(s32 weaponnum);
s32 invAddOneIfCantHaveSlayer(s32 arg0);
s32 currentStageForbidsSlayer(void);
bool invCanHaveAllGunsWeapon(s32 weaponnum);
bool invHasSingleWeaponIncAllGuns(s32 weaponnum);
bool invHasDoubleWeaponIncAllGuns(s32 weapon1, s32 weapon2);
bool invGiveSingleWeapon(s32 weaponnum);
bool invGiveDoubleWeapon(s32 weapon1, s32 weapon2);
void invRemoveItemByNum(s32 weaponnum);
bool invGiveProp(struct prop *prop);
void invRemoveProp(struct prop *prop);
s32 invGiveWeaponsByProp(struct prop *prop);
void invChooseCycleForwardWeapon(s32 *weaponnum1, s32 *weaponnum2, bool arg2);
void invChooseCycleBackWeapon(s32 *weaponnum1, s32 *weaponnum2, bool arg2);
bool invHasKeyFlags(u32 wantkeyflags);
bool invHasBriefcase(void);
bool invHasDataUplink(void);
bool invHasProp(struct prop *prop);
s32 invGetCount(void);
struct invitem *invGetItemByIndex(s32 index);
struct textoverride *invGetTextOverrideForObj(struct defaultobj *obj);
struct textoverride *invGetTextOverrideForWeapon(s32 weaponnum);
s32 invGetWeaponNumByIndex(s32 index);
u16 invGetNameIdByIndex(s32 index);
char *invGetNameByIndex(s32 index);
char *invGetShortNameByIndex(s32 index);
void invInsertTextOverride(struct textoverride *override);
u32 invGetCurrentIndex(void);
void invSetCurrentIndex(u32 item);
void invCalculateCurrentIndex(void);
char *invGetPickupTextByObj(struct defaultobj *obj);
char *invGetPickupTextByWeaponNum(s32 weaponnum);
void invIncrementHeldTime(s32 param_1, s32 param_2);
void invGetWeaponOfChoice(s32 *weapon1, s32 *weapon2);
void inv_clear(void);
void inv_sort_item(struct invitem *item);
void inv_insert_item(struct invitem *item);
void inv_remove_item(struct invitem *item);
struct invitem *inv_find_unused_slot(void);
void inv_set_all_guns(bool enable);
struct invitem *inv_find_single_weapon(s32 weaponnum);
bool inv_has_single_weapon_exc_all_guns(s32 weaponnum);
struct invitem *inv_find_double_weapon(s32 weapon1, s32 weapon2);
bool inv_has_double_weapon_exc_all_guns(s32 weapon1, s32 weapon2);
bool inv_has_single_weapon_or_prop(s32 weaponnum);
s32 inv_add_one_if_cant_have_slayer(s32 arg0);
s32 current_stage_forbids_slayer(void);
bool inv_can_have_all_guns_weapon(s32 weaponnum);
bool inv_has_single_weapon_inc_all_guns(s32 weaponnum);
bool inv_has_double_weapon_inc_all_guns(s32 weapon1, s32 weapon2);
bool inv_give_single_weapon(s32 weaponnum);
bool inv_give_double_weapon(s32 weapon1, s32 weapon2);
void inv_remove_item_by_num(s32 weaponnum);
bool inv_give_prop(struct prop *prop);
void inv_remove_prop(struct prop *prop);
s32 inv_give_weapons_by_prop(struct prop *prop);
void inv_choose_cycle_forward_weapon(s32 *weaponnum1, s32 *weaponnum2, bool arg2);
void inv_choose_cycle_back_weapon(s32 *weaponnum1, s32 *weaponnum2, bool arg2);
bool inv_has_key_flags(u32 wantkeyflags);
bool inv_has_briefcase(void);
bool inv_has_data_uplink(void);
bool inv_has_prop(struct prop *prop);
s32 inv_get_count(void);
struct invitem *inv_get_item_by_index(s32 index);
struct textoverride *inv_get_text_override_for_obj(struct defaultobj *obj);
struct textoverride *inv_get_text_override_for_weapon(s32 weaponnum);
s32 inv_get_weapon_num_by_index(s32 index);
u16 inv_get_name_id_by_index(s32 index);
char *inv_get_name_by_index(s32 index);
char *inv_get_short_name_by_index(s32 index);
void inv_insert_text_override(struct textoverride *override);
u32 inv_get_current_index(void);
void inv_set_current_index(u32 item);
void inv_calculate_current_index(void);
char *inv_get_pickup_text_by_obj(struct defaultobj *obj);
char *inv_get_pickup_text_by_weapon_num(s32 weaponnum);
void inv_increment_held_time(s32 param_1, s32 param_2);
void inv_get_weapon_of_choice(s32 *weapon1, s32 *weapon2);
#endif
+14 -14
View File
@@ -6,20 +6,20 @@
extern u8 *g_LangBuffer;
void langInit(void);
void langReset(s32 stagenum);
void langTick(void);
void lang_init(void);
void lang_reset(s32 stagenum);
void lang_tick(void);
u32 langGetLangBankIndexFromStagenum(s32 stagenum);
struct jpncharpixels *langGetJpnCharPixels(s32 codepoint);
s32 langGetFileNumOffset(void);
s32 langGetFileId(s32 bank);
void langLoad(s32 bank);
void langLoadToAddr(s32 bank, u8 *dst, s32 size);
void langClearBank(s32 bank);
char *langGet(s32 textid);
void langReload(void);
void langSetEuropean(u32 arg0);
void langSetJpnEnabled(bool enable);
u32 lang_get_lang_bank_index_from_stagenum(s32 stagenum);
struct jpncharpixels *lang_get_jpn_char_pixels(s32 codepoint);
s32 lang_get_file_num_offset(void);
s32 lang_get_file_id(s32 bank);
void lang_load(s32 bank);
void lang_load_to_addr(s32 bank, u8 *dst, s32 size);
void lang_clear_bank(s32 bank);
char *lang_get(s32 textid);
void lang_reload(void);
void lang_set_european(u32 arg0);
void lang_set_jpn_enabled(bool enable);
#endif
+31 -31
View File
@@ -4,38 +4,38 @@
#include "data.h"
#include "types.h"
u32 getVar80084040(void);
void lvInit(void);
void lvResetMiscSfx(void);
s32 lvGetMiscSfxIndex(u32 arg0);
void lvSetMiscSfxState(u32 type, bool play);
void lvUpdateMiscSfx(void);
void lvReset(s32 stagenum);
Gfx *lvRenderFade(Gfx *gdl);
void lvFadeReset(void);
bool lvUpdateTrackedProp(struct trackedprop *trackedprop, s32 index);
void lvFindThreatsForProp(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *param_5);
u32 get_var80084040(void);
void lv_init(void);
void lv_reset_misc_sfx(void);
s32 lv_get_misc_sfx_index(u32 arg0);
void lv_set_misc_sfx_state(u32 type, bool play);
void lv_update_misc_sfx(void);
void lv_reset(s32 stagenum);
Gfx *lv_render_fade(Gfx *gdl);
void lv_fade_reset(void);
bool lv_update_tracked_prop(struct trackedprop *trackedprop, s32 index);
void lv_find_threats_for_prop(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *param_5);
void func0f168f24(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *distances);
void lvFindThreats(void);
Gfx *lvRender(Gfx *gdl);
void lvUpdateSoloHandicaps(void);
void lv_find_threats(void);
Gfx *lv_render(Gfx *gdl);
void lv_update_solo_handicaps(void);
s32 sub54321(s32 value);
void lvUpdateCutsceneTime(void);
s32 lvGetSlowMotionType(void);
void lvTick(void);
void lvTickPlayer(void);
void lvCheckPauseStateChanged(void);
void lvSetPaused(bool paused);
void lvConfigureFade(u32 color, s16 num_frames);
bool lvIsFadeActive(void);
void lvStop(void);
bool lvIsPaused(void);
s32 lvGetDifficulty(void);
void lvSetDifficulty(s32 difficulty);
void lvSetMpTimeLimit60(u32 limit);
void lvSetMpScoreLimit(u32 limit);
void lvSetMpTeamScoreLimit(u32 limit);
f32 lvGetStageTimeInSeconds(void);
s32 lvGetStageTime60(void);
void lv_update_cutscene_time(void);
s32 lv_get_slow_motion_type(void);
void lv_tick(void);
void lv_tick_player(void);
void lv_check_pause_state_changed(void);
void lv_set_paused(bool paused);
void lv_configure_fade(u32 color, s16 num_frames);
bool lv_is_fade_active(void);
void lv_stop(void);
bool lv_is_paused(void);
s32 lv_get_difficulty(void);
void lv_set_difficulty(s32 difficulty);
void lv_set_mp_time_limit60(u32 limit);
void lv_set_mp_score_limit(u32 limit);
void lv_set_mp_team_score_limit(u32 limit);
f32 lv_get_stage_time_in_seconds(void);
s32 lv_get_stage_time60(void);
#endif
+63 -63
View File
@@ -11,79 +11,79 @@ extern struct menudialogdef g_PreAndPostMissionBriefingMenuDialog;
extern struct menudialogdef g_RetryMissionMenuDialog;
extern struct menudialogdef g_NextMissionMenuDialog;
char *menuTextCurrentStageName(struct menuitem *item);
char *soloMenuTextDifficulty(struct menuitem *item);
MenuItemHandlerResult menuhandlerControlStyleImpl(s32 operation, struct menuitem *item, union handlerdata *data, s32 mpindex);
char *soloMenuTitleStageOverview(struct menudialogdef *dialogdef);
char *menu_text_current_stage_name(struct menuitem *item);
char *solo_menu_text_difficulty(struct menuitem *item);
MenuItemHandlerResult menuhandler_control_style_impl(s32 operation, struct menuitem *item, union handlerdata *data, s32 mpindex);
char *solo_menu_title_stage_overview(struct menudialogdef *dialogdef);
f32 func0f1036ac(u8 value, s32 prop);
bool isStageDifficultyUnlocked(s32 stageindex, s32 difficulty);
char *soloMenuTextBestTime(struct menuitem *item);
s32 getMaxAiBuddies(void);
s32 getNumUnlockedSpecialStages(void);
bool is_stage_difficulty_unlocked(s32 stageindex, s32 difficulty);
char *solo_menu_text_best_time(struct menuitem *item);
s32 get_max_ai_buddies(void);
s32 get_num_unlocked_special_stages(void);
s32 func0f104720(s32 value);
char *func0f105664(struct menuitem *item);
char *func0f1056a0(struct menuitem *item);
char *invMenuTextPrimaryFunction(struct menuitem *item);
char *invMenuTextSecondaryFunction(struct menuitem *item);
char *inv_menu_text_primary_function(struct menuitem *item);
char *inv_menu_text_secondary_function(struct menuitem *item);
void func0f105948(s32 weaponnum);
char *invMenuTextWeaponName(struct menuitem *item);
char *invMenuTextWeaponManufacturer(struct menuitem *item);
char *invMenuTextWeaponDescription(struct menuitem *item);
bool soloChoosePauseDialog(void);
MenuDialogHandlerResult menudialogBriefing(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
char *inv_menu_text_weapon_name(struct menuitem *item);
char *inv_menu_text_weapon_manufacturer(struct menuitem *item);
char *inv_menu_text_weapon_description(struct menuitem *item);
bool solo_choose_pause_dialog(void);
MenuDialogHandlerResult menudialog_briefing(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialog00103608(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialogCoopAntiOptions(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialog_coop_anti_options(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialog0010559c(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult inventoryMenuDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialogAbortMission(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult soloMenuDialogPauseStatus(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult inventory_menu_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialog_abort_mission(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult solo_menu_dialog_pause_status(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandler001024dc(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler001024fc(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAcceptMission(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAcceptPdModeSettings(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerBuddyOptionsContinue(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerCoopDifficulty(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAntiDifficulty(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMissionList(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerControlStyle(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerFrInventoryList(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerInventoryList(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAbortMission(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerCinema(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAimControl(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAlternativeTitle(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAlwaysShowTarget(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAmmoOnScreen(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAntiPlayer(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAntiRadar(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerAutoAim(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerChangeAgent(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerCoopBuddy(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerCoopFriendlyFire(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerCoopRadar(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerCutsceneSubtitles(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerHeadRoll(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerHiRes(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerInGameSubtitles(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerLangFilter(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerLookAhead(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMusicVolume(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerPaintball(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerPdMode(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerPdModeSetting(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerReversePitch(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerScreenRatio(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_accept_mission(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_accept_pd_mode_settings(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_buddy_options_continue(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_coop_difficulty(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_anti_difficulty(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mission_list(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_control_style(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_fr_inventory_list(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_inventory_list(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_abort_mission(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_cinema(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_aim_control(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_alternative_title(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_always_show_target(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_ammo_on_screen(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_anti_player(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_anti_radar(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_auto_aim(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_change_agent(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_coop_buddy(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_coop_friendly_fire(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_coop_radar(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_cutscene_subtitles(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_head_roll(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_hi_res(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_in_game_subtitles(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_lang_filter(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_look_ahead(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_music_volume(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_paintball(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_pd_mode(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_pd_mode_setting(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_reverse_pitch(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_screen_ratio(s32 operation, struct menuitem *item, union handlerdata *data);
#if PAL
MenuItemHandlerResult menuhandlerLanguage(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_language(s32 operation, struct menuitem *item, union handlerdata *data);
#endif
MenuItemHandlerResult menuhandlerScreenSize(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerScreenSplit(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerSfxVolume(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerShowGunFunction(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerShowMissionTime(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerShowZoomRange(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerSightOnScreen(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerSoloDifficulty(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerSoundMode(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_screen_size(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_screen_split(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_sfx_volume(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_show_gun_function(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_show_mission_time(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_show_zoom_range(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_sight_on_screen(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_solo_difficulty(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_sound_mode(s32 operation, struct menuitem *item, union handlerdata *data);
#endif
+66 -66
View File
@@ -8,20 +8,20 @@ extern const struct menucolourpalette g_MenuColours[];
extern const struct menucolourpalette g_MenuWave1Colours[];
extern const struct menucolourpalette g_MenuWave2Colours[];
void menuTick(void);
void menu_tick(void);
void menuStop(void);
void menu_stop(void);
void menuPlaySound(s32 menusound);
bool menuIsSoloMissionOrMp(void);
bool currentPlayerIsMenuOpenInSoloOrMp(void);
void menu_play_sound(s32 menusound);
bool menu_is_solo_mission_or_mp(void);
bool current_player_is_menu_open_in_solo_or_mp(void);
bool func0f0f0c68(void);
void menuSetBanner(s32 bannernum, bool allplayers);
void menu_set_banner(s32 bannernum, bool allplayers);
#if VERSION >= VERSION_NTSC_1_0
Gfx *menuRenderBanner(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, bool big, s32 msgnum, s32 arg7, s32 arg8);
Gfx *menu_render_banner(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, bool big, s32 msgnum, s32 arg7, s32 arg8);
#else
Gfx *menuRenderBanner(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, bool big, s32 msgnum);
Gfx *menu_render_banner(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, bool big, s32 msgnum);
#endif
struct menudfc *func0f0f1338(struct menuitem *item);
@@ -29,26 +29,26 @@ void func0f0f139c(struct menuitem *item, f32 arg1);
void func0f0f13ec(struct menuitem *item);
void func0f0f1418(void);
void func0f0f1494(void);
char *menuResolveText(uintptr_t thing, void *dialogoritem);
char *menuResolveParam2Text(struct menuitem *item);
char *menuResolveDialogTitle(struct menudialogdef *dialogdef);
void menuGetItemBlocksRequired(struct menuitem *item, s32 *arg1);
void menuCalculateItemSize(struct menuitem *item, s16 *width, s16 *height, struct menudialog *dialog);
char *menu_resolve_text(uintptr_t thing, void *dialogoritem);
char *menu_resolve_param2_text(struct menuitem *item);
char *menu_resolve_dialog_title(struct menudialogdef *dialogdef);
void menu_get_item_blocks_required(struct menuitem *item, s32 *arg1);
void menu_calculate_item_size(struct menuitem *item, s16 *width, s16 *height, struct menudialog *dialog);
void func0f0f1d6c(struct menudialogdef *dialogdef, struct menudialog *dialog, struct menu *menu);
void dialog0f0f1ef4(struct menudialog *dialog);
void dialogCalculateContentSize(struct menudialogdef *dialogdef, struct menudialog *dialog, struct menu *menu);
s32 dialogFindItem(struct menudialog *dialog, struct menuitem *item, s32 *rowindex, s32 *colindex);
bool menuIsScrollableUnscrollable(struct menuitem *item);
bool menuIsItemDisabled(struct menuitem *item, struct menudialog *dialog);
bool menuIsItemFocusable(struct menuitem *item, struct menudialog *dialog, s32 arg2);
struct menuitem *dialogFindItemAtColY(s32 targety, s32 colindex, struct menudialogdef *dialogdef, s32 *rowindexptr, struct menudialog *dialog);
struct menuitem *dialogFindFirstItem(struct menudialog *dialog);
struct menuitem *dialogFindFirstItemRight(struct menudialog *dialog);
void dialogChangeItemFocusVertically(struct menudialog *dialog, s32 updown);
s32 dialogChangeItemFocusHorizontally(struct menudialog *dialog, s32 leftright);
s32 dialogChangeItemFocus(struct menudialog *dialog, s32 leftright, s32 updown);
void menuOpenDialog(struct menudialogdef *dialogdef, struct menudialog *arg1, struct menu *menu);
void menuPushDialog(struct menudialogdef *dialogdef);
void dialog_calculate_content_size(struct menudialogdef *dialogdef, struct menudialog *dialog, struct menu *menu);
s32 dialog_find_item(struct menudialog *dialog, struct menuitem *item, s32 *rowindex, s32 *colindex);
bool menu_is_scrollable_unscrollable(struct menuitem *item);
bool menu_is_item_disabled(struct menuitem *item, struct menudialog *dialog);
bool menu_is_item_focusable(struct menuitem *item, struct menudialog *dialog, s32 arg2);
struct menuitem *dialog_find_item_at_col_y(s32 targety, s32 colindex, struct menudialogdef *dialogdef, s32 *rowindexptr, struct menudialog *dialog);
struct menuitem *dialog_find_first_item(struct menudialog *dialog);
struct menuitem *dialog_find_first_item_right(struct menudialog *dialog);
void dialog_change_item_focus_vertically(struct menudialog *dialog, s32 updown);
s32 dialog_change_item_focus_horizontally(struct menudialog *dialog, s32 leftright);
s32 dialog_change_item_focus(struct menudialog *dialog, s32 leftright, s32 updown);
void menu_open_dialog(struct menudialogdef *dialogdef, struct menudialog *arg1, struct menu *menu);
void menu_push_dialog(struct menudialogdef *dialogdef);
#if VERSION >= VERSION_NTSC_1_0
bool func0f0f3220(s32 arg0);
@@ -56,62 +56,62 @@ bool func0f0f3220(s32 arg0);
void func0f0f3220(s32 arg0);
#endif
void menuCloseDialog(void);
void menuUpdateCurFrame(void);
void menuPopDialog(void);
void menu_close_dialog(void);
void menu_update_cur_frame(void);
void menu_pop_dialog(void);
void func0f0f3704(struct menudialogdef *dialogdef);
void menuConfigureModel(struct menumodel *menumodel, f32 x, f32 y, f32 z, f32 rotx, f32 roty, f32 rotz, f32 scale, u8 flags);
void menuUnsetModel(struct menumodel *menumodel);
Gfx *menuRenderModel(Gfx *gdl, struct menumodel *menumodel, s32 modeltype);
void menuGetTeamTitlebarColours(u32 *top, u32 *middle, u32 *bottom);
Gfx *menuApplyScissor(Gfx *gdl);
Gfx *dialogRender(Gfx *gdl, struct menudialog *dialog, struct menu *menu, bool lightweight);
void menuGetContPads(s8 *contpadnum1, s8 *contpadnum2);
void menu_configure_model(struct menumodel *menumodel, f32 x, f32 y, f32 z, f32 rotx, f32 roty, f32 rotz, f32 scale, u8 flags);
void menu_unset_model(struct menumodel *menumodel);
Gfx *menu_render_model(Gfx *gdl, struct menumodel *menumodel, s32 modeltype);
void menu_get_team_titlebar_colours(u32 *top, u32 *middle, u32 *bottom);
Gfx *menu_apply_scissor(Gfx *gdl);
Gfx *dialog_render(Gfx *gdl, struct menudialog *dialog, struct menu *menu, bool lightweight);
void menu_get_cont_pads(s8 *contpadnum1, s8 *contpadnum2);
void func0f0f7594(s32 arg0, s32 *vdir, s32 *hdir);
#if VERSION >= VERSION_JPN_FINAL
void menuFindAvailableSize(s32 *xmin, s32 *ymin, s32 *xmax, s32 *ymax, struct menudialog *dialog);
void menu_find_available_size(s32 *xmin, s32 *ymin, s32 *xmax, s32 *ymax, struct menudialog *dialog);
#else
void menuFindAvailableSize(s32 *xmin, s32 *ymin, s32 *xmax, s32 *ymax);
void menu_find_available_size(s32 *xmin, s32 *ymin, s32 *xmax, s32 *ymax);
#endif
void dialogCalculatePosition(struct menudialog *dialog);
void menuClose(void);
void dialog_calculate_position(struct menudialog *dialog);
void menu_close(void);
void func0f0f8120(void);
void func0f0f820c(struct menudialogdef *dialogdef, s32 root);
void menuSetBackground(s32 bg);
void menu_set_background(s32 bg);
void func0f0f8300(void);
void menuPushRootDialog(struct menudialogdef *dialogdef, s32 arg1);
void menu_push_root_dialog(struct menudialogdef *dialogdef, s32 arg1);
void func0f0f85e0(struct menudialogdef *dialogdef, s32 root);
Gfx *menuRenderDialog(Gfx *gdl, struct menudialog *dialog, struct menu *menu, bool lightweight);
Gfx *menuRenderDialogs(Gfx *gdl);
void menuResetModel(struct menumodel *menumodel, u32 allocationlen, bool allocate);
void menuReset(void);
void menuSwipe(s32 direction);
void dialogTick(struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags);
void dialogInitItems(struct menudialog *dialog);
Gfx *menu_render_dialog(Gfx *gdl, struct menudialog *dialog, struct menu *menu, bool lightweight);
Gfx *menu_render_dialogs(Gfx *gdl);
void menu_reset_model(struct menumodel *menumodel, u32 allocationlen, bool allocate);
void menu_reset(void);
void menu_swipe(s32 direction);
void dialog_tick(struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags);
void dialog_init_items(struct menudialog *dialog);
void func0f0fa6ac(void);
void menuProcessInput(void);
Gfx *menuRenderBackgroundLayer1(Gfx *gdl, u8 bg, f32 frac);
Gfx *menuRenderBackgroundLayer2(Gfx *gdl, u8 bg, f32 frac);
Gfx *menuRender(Gfx *gdl);
u32 menuChooseMusic(void);
u32 menuGetRoot(void);
void menuPushPakDialogForPlayer(struct menudialogdef *dialogdef, s32 playernum, s32 arg2);
char *menuTextSaveDeviceName(struct menuitem *item);
s32 menuPakNumToPlayerNum(s32 paknum);
bool menuIsReadyForPakError(s32 device, s32 arg1);
void menuPushPakErrorDialog(s32 arg0, s32 arg1);
void menu_process_input(void);
Gfx *menu_render_background_layer1(Gfx *gdl, u8 bg, f32 frac);
Gfx *menu_render_background_layer2(Gfx *gdl, u8 bg, f32 frac);
Gfx *menu_render(Gfx *gdl);
u32 menu_choose_music(void);
u32 menu_get_root(void);
void menu_push_pak_dialog_for_player(struct menudialogdef *dialogdef, s32 playernum, s32 arg2);
char *menu_text_save_device_name(struct menuitem *item);
s32 menu_pak_num_to_player_num(s32 paknum);
bool menu_is_ready_for_pak_error(s32 device, s32 arg1);
void menu_push_pak_error_dialog(s32 arg0, s32 arg1);
void func0f0fd494(struct coord *pos);
void func0f0fd548(s32 arg0);
struct menudialog *menuIsDialogOpen(struct menudialogdef *dialogdef);
struct chrdata *currentPlayerGetCommandingAibot(void);
struct menudialog *menu_is_dialog_open(struct menudialogdef *dialogdef);
struct chrdata *current_player_get_commanding_aibot(void);
MenuItemHandlerResult menuhandler000fcc34(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult amPickTargetMenuList(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerRepairPak(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerRetrySavePak(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerWarnRepairPak(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult am_pick_target_menu_list(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_repair_pak(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_retry_save_pak(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_warn_repair_pak(s32 operation, struct menuitem *item, union handlerdata *data);
extern const char var7f1b2658[];
extern const char var7f1b265c[];
+24 -24
View File
@@ -4,36 +4,36 @@
#include "data.h"
#include "types.h"
void menugfxCreateBlur(void);
Gfx *menugfxRenderBgBlur(Gfx *gdl, u32 colour, s16 arg2, s16 arg3);
Gfx *menugfxRenderDialogBackground(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct menudialog *dialog, u32 colour1, u32 colour2, f32 arg8);
Gfx *menugfxRenderBgGreenHaze(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2);
Gfx *menugfxDrawDropdownBackground(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2);
void menugfx_create_blur(void);
Gfx *menugfx_render_bg_blur(Gfx *gdl, u32 colour, s16 arg2, s16 arg3);
Gfx *menugfx_render_dialog_background(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct menudialog *dialog, u32 colour1, u32 colour2, f32 arg8);
Gfx *menugfx_render_bg_green_haze(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2);
Gfx *menugfx_draw_dropdown_background(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2);
#if VERSION >= VERSION_NTSC_1_0
Gfx *menugfxDrawListGroupHeader(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, s32 x3, u8 alpha);
Gfx *menugfx_draw_list_group_header(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, s32 x3, u8 alpha);
#else
Gfx *menugfxDrawListGroupHeader(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, s32 x3);
Gfx *menugfx_draw_list_group_header(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, s32 x3);
#endif
Gfx *menugfxRenderGradient(Gfx *gdl, s32 x, s32 y, s32 width, s32 height, u32 colour1, u32 colour2, u32 colour3);
Gfx *menugfxRenderSlider(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, s32 markerx, u32 colour);
Gfx *menugfx_render_gradient(Gfx *gdl, s32 x, s32 y, s32 width, s32 height, u32 colour1, u32 colour2, u32 colour3);
Gfx *menugfx_render_slider(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, s32 markerx, u32 colour);
Gfx *menugfx0f0e2348(Gfx *gdl);
Gfx *menugfx0f0e2498(Gfx *gdl);
Gfx *menugfxDrawTri2(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2, bool arg7);
Gfx *menugfxDrawLine(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2);
Gfx *menugfxDrawProjectedLine(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2);
Gfx *menugfxDrawShimmer(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour, bool arg6, s32 arg7, bool lefttoright);
Gfx *menugfxDrawDialogBorderLine(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2);
Gfx *menugfxDrawFilledRect(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2);
Gfx *menugfxDrawCarouselChevron(Gfx *gdl, s32 x, s32 y, s32 size, s32 direction, u32 colour1, u32 colour2);
Gfx *menugfxDrawDialogChevron(Gfx *gdl, s32 x, s32 y, s32 arg2, s32 arg3, u32 colour1, u32 colour2, f32 arg7);
Gfx *menugfxDrawCheckbox(Gfx *gdl, s32 x, s32 y, s32 size, bool fill, u32 bordercolour, u32 fillcolour);
Gfx *menugfxRenderBgFailure(Gfx *gdl);
Gfx *menugfxRenderBgCone(Gfx *gdl);
Gfx *menugfxRenderBgFailureCopy(Gfx *gdl);
void menugfxFreeParticles(void);
u32 menugfxGetParticleArraySize(void);
Gfx *menugfxRenderBgSuccess(Gfx *gdl);
Gfx *menugfx_draw_tri2(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2, bool arg7);
Gfx *menugfx_draw_line(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2);
Gfx *menugfx_draw_projected_line(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2);
Gfx *menugfx_draw_shimmer(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour, bool arg6, s32 arg7, bool lefttoright);
Gfx *menugfx_draw_dialog_border_line(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2);
Gfx *menugfx_draw_filled_rect(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2);
Gfx *menugfx_draw_carousel_chevron(Gfx *gdl, s32 x, s32 y, s32 size, s32 direction, u32 colour1, u32 colour2);
Gfx *menugfx_draw_dialog_chevron(Gfx *gdl, s32 x, s32 y, s32 arg2, s32 arg3, u32 colour1, u32 colour2, f32 arg7);
Gfx *menugfx_draw_checkbox(Gfx *gdl, s32 x, s32 y, s32 size, bool fill, u32 bordercolour, u32 fillcolour);
Gfx *menugfx_render_bg_failure(Gfx *gdl);
Gfx *menugfx_render_bg_cone(Gfx *gdl);
Gfx *menugfx_render_bg_failure_copy(Gfx *gdl);
void menugfx_free_particles(void);
u32 menugfx_get_particle_array_size(void);
Gfx *menugfx_render_bg_success(Gfx *gdl);
#endif
+55 -55
View File
@@ -5,78 +5,78 @@
#include "types.h"
s32 menuitem0f0e5d2c(s32 arg0, struct menuitem *item);
s16 menuitemListGetOffsetY(s16 optionindex, struct menuitem *item);
Gfx *menuitemListRenderHeader(Gfx *gdl, s16 x1, s16 y1, s16 width, s16 arg4, s16 height, char *text, struct menudialog *dialog);
Gfx *menuitemListOverlay(Gfx *gdl, s16 x, s16 y, s16 x2, s16 y2);
Gfx *menuitemListRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemListTick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
s16 menuitem_list_get_offset_y(s16 optionindex, struct menuitem *item);
Gfx *menuitem_list_render_header(Gfx *gdl, s16 x1, s16 y1, s16 width, s16 arg4, s16 height, char *text, struct menudialog *dialog);
Gfx *menuitem_list_overlay(Gfx *gdl, s16 x, s16 y, s16 x2, s16 y2);
Gfx *menuitem_list_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_list_tick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitemDropdownInit(struct menuitem *item, union menuitemdata *data);
Gfx *menuitemDropdownRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemDropdownTick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitem_dropdown_init(struct menuitem *item, union menuitemdata *data);
Gfx *menuitem_dropdown_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_dropdown_tick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
Gfx *menuitemDropdownOverlay(Gfx *gdl, s16 x, s16 y, s16 x2, s16 y2, struct menuitem *item, struct menudialog *dialog, union menuitemdata *data);
bool menuitemKeyboardIsStringEmptyOrSpaces(char *text);
Gfx *menuitemKeyboardRender(Gfx *gdl, struct menurendercontext *thing);
bool menuitemKeyboardTick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitemKeyboardInit(struct menuitem *item, union menuitemdata *data);
Gfx *menuitem_dropdown_overlay(Gfx *gdl, s16 x, s16 y, s16 x2, s16 y2, struct menuitem *item, struct menudialog *dialog, union menuitemdata *data);
bool menuitem_keyboard_is_string_empty_or_spaces(char *text);
Gfx *menuitem_keyboard_render(Gfx *gdl, struct menurendercontext *thing);
bool menuitem_keyboard_tick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitem_keyboard_init(struct menuitem *item, union menuitemdata *data);
Gfx *menuitemSeparatorRender(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitem_separator_render(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitemObjectivesRenderOne(Gfx *gdl, struct menudialog *dialog, s32 index, s32 position, s16 objx, s16 objy, s16 width, s16 height, bool withstatus, bool narrow);
Gfx *menuitemObjectivesRender(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitem_objectives_render_one(Gfx *gdl, struct menudialog *dialog, s32 index, s32 position, s16 objx, s16 objy, s16 width, s16 height, bool withstatus, bool narrow);
Gfx *menuitem_objectives_render(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitemModelRender(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitem_model_render(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitemLabelRender(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitem_label_render(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitemMeterRender(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitem_meter_render(Gfx *gdl, struct menurendercontext *context);
Gfx *menuitemSelectableRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemSelectableTick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags);
Gfx *menuitem_selectable_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_selectable_tick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags);
Gfx *menuitemSliderRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemSliderTick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitemSliderInit(union menuitemdata *data);
Gfx *menuitem_slider_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_slider_tick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitem_slider_init(union menuitemdata *data);
Gfx *menuitemCarouselRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemCarouselTick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags);
Gfx *menuitem_carousel_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_carousel_tick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags);
Gfx *menuitemCheckboxRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemCheckboxTick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags);
Gfx *menuitem_checkbox_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_checkbox_tick(struct menuitem *item, struct menuinputs *inputs, u32 tickflags);
char *menuitemScrollableGetText(u32 type);
Gfx *menuitemScrollableRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemScrollableTick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitemScrollableInit(union menuitemdata *data);
char *menuitem_scrollable_get_text(u32 type);
Gfx *menuitem_scrollable_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_scrollable_tick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitem_scrollable_init(union menuitemdata *data);
Gfx *menuitemMarqueeRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemMarqueeTick(struct menuitem *item, union menuitemdata *data);
void menuitemMarqueeInit(union menuitemdata *data);
Gfx *menuitem_marquee_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_marquee_tick(struct menuitem *item, union menuitemdata *data);
void menuitem_marquee_init(union menuitemdata *data);
Gfx *menuitem07Render(Gfx *gdl);
Gfx *menuitem07_render(Gfx *gdl);
Gfx *menuitemRankingRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemRankingTick(struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitemRankingInit(union menuitemdata *data);
Gfx *menuitem_ranking_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_ranking_tick(struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitem_ranking_init(union menuitemdata *data);
Gfx *menuitemPlayerStatsRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemPlayerStatsTick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
Gfx *menuitemPlayerStatsOverlay(Gfx *gdl, s16 x, s16 y, s16 x2, s16 y2, struct menuitem *item, struct menudialog *dialog, union menuitemdata *data);
void menuitemPlayerStatsInit(struct menuitem *item, union menuitemdata *data);
Gfx *menuitem_player_stats_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_player_stats_tick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
Gfx *menuitem_player_stats_overlay(Gfx *gdl, s16 x, s16 y, s16 x2, s16 y2, struct menuitem *item, struct menudialog *dialog, union menuitemdata *data);
void menuitem_player_stats_init(struct menuitem *item, union menuitemdata *data);
Gfx *menuitemControllerRenderLine(Gfx *gdl, s32 speed, s32 x1, s32 y1, s32 x2, s32 y2);
Gfx *menuitemControllerRenderTexture(Gfx *gdl, s32 x, s32 y, s32 texturenum, u32 alpha);
Gfx *menuitemControllerRenderLines(Gfx *gdl, struct menurendercontext *context, s32 firstindex, s32 lastindex, s32 padx, s32 pady, u32 alpha);
u16 menuitemControllerGetButtonAction(s32 mode, s32 buttonnum);
Gfx *menuitemControllerRenderText(Gfx *gdl, s32 curmode, struct menurendercontext *context, s32 padx, s32 pady, u32 valuecolour, u32 labelcolour, s8 prevmode);
Gfx *menuitemControllerRenderPad(Gfx *gdl, struct menurendercontext *context, s32 padx, s32 pady, s32 curmode, u32 alpha, u32 colour1, u32 colour2, s8 prevmode);
Gfx *menuitemControllerRender(Gfx *gdl, struct menurendercontext *context);
void menuitemControllerInit(union menuitemdata *data);
Gfx *menuitem_controller_render_line(Gfx *gdl, s32 speed, s32 x1, s32 y1, s32 x2, s32 y2);
Gfx *menuitem_controller_render_texture(Gfx *gdl, s32 x, s32 y, s32 texturenum, u32 alpha);
Gfx *menuitem_controller_render_lines(Gfx *gdl, struct menurendercontext *context, s32 firstindex, s32 lastindex, s32 padx, s32 pady, u32 alpha);
u16 menuitem_controller_get_button_action(s32 mode, s32 buttonnum);
Gfx *menuitem_controller_render_text(Gfx *gdl, s32 curmode, struct menurendercontext *context, s32 padx, s32 pady, u32 valuecolour, u32 labelcolour, s8 prevmode);
Gfx *menuitem_controller_render_pad(Gfx *gdl, struct menurendercontext *context, s32 padx, s32 pady, s32 curmode, u32 alpha, u32 colour1, u32 colour2, s8 prevmode);
Gfx *menuitem_controller_render(Gfx *gdl, struct menurendercontext *context);
void menuitem_controller_init(union menuitemdata *data);
Gfx *menuitemRender(Gfx *gdl, struct menurendercontext *context);
bool menuitemTick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitemInit(struct menuitem *item, union menuitemdata *data);
Gfx *menuitemOverlay(Gfx *gdl, s16 x, s16 y, s16 x2, s16 y2, struct menuitem *item, struct menudialog *dialog, union menuitemdata *data);
Gfx *menuitem_render(Gfx *gdl, struct menurendercontext *context);
bool menuitem_tick(struct menuitem *item, struct menudialog *dialog, struct menuinputs *inputs, u32 tickflags, union menuitemdata *data);
void menuitem_init(struct menuitem *item, union menuitemdata *data);
Gfx *menuitem_overlay(Gfx *gdl, s16 x, s16 y, s16 x2, s16 y2, struct menuitem *item, struct menudialog *dialog, union menuitemdata *data);
#endif
+3 -3
View File
@@ -5,8 +5,8 @@
#include "types.h"
void modeldef0f1a7560(struct modeldef *modeldef, u16 filenum, u32 arg2, struct modeldef *modeldef2, struct texpool *texpool, bool arg5);
void modelPromoteTypeToPointer(struct modeldef *modeldef);
struct modeldef *modeldefLoad(u16 fileid, u8 *arg1, s32 arg2, struct texpool *arg3);
struct modeldef *modeldefLoadToNew(u16 fileid);
void model_promote_type_to_pointer(struct modeldef *modeldef);
struct modeldef *modeldef_load(u16 fileid, u8 *arg1, s32 arg2, struct texpool *arg3);
struct modeldef *modeldef_load_to_new(u16 fileid);
#endif
+9 -9
View File
@@ -4,14 +4,14 @@
#include "data.h"
#include "types.h"
bool modelmgrCanSlotFitRwdata(struct model *modelslot, struct modeldef *modeldef);
void modelmgrPrintCounts(void);
struct model *modelmgrInstantiateModel(struct modeldef *modeldef, bool arg1);
struct model *modelmgrInstantiateModelWithoutAnim(struct modeldef *modeldef);
void modelmgrFreeModel(struct model *model);
struct model *modelmgrInstantiateModelWithAnim(struct modeldef *modeldef);
void modelmgrAttachHead(struct model *model, struct modelnode *node, struct modeldef *headmodeldef);
struct anim *modelmgrInstantiateAnim(void);
void modelmgrFreeAnim(struct anim *anim);
bool modelmgr_can_slot_fit_rwdata(struct model *modelslot, struct modeldef *modeldef);
void modelmgr_print_counts(void);
struct model *modelmgr_instantiate_model(struct modeldef *modeldef, bool arg1);
struct model *modelmgr_instantiate_model_without_anim(struct modeldef *modeldef);
void modelmgr_free_model(struct model *model);
struct model *modelmgr_instantiate_model_with_anim(struct modeldef *modeldef);
void modelmgr_attach_head(struct model *model, struct modelnode *node, struct modeldef *headmodeldef);
struct anim *modelmgr_instantiate_anim(void);
void modelmgr_free_anim(struct anim *anim);
#endif
+20 -20
View File
@@ -4,26 +4,26 @@
#include "data.h"
#include "types.h"
MenuItemHandlerResult mpStatsForPlayerDropdownHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextInGameLimit(struct menuitem *item);
char *menutextPauseOrUnpause(s32 arg0);
char *menutextMatchTime(s32 arg0);
char *mpMenuTextWeaponDescription(struct menuitem *item);
char *mpMenuTitleStatsFor(struct menudialogdef *dialogdef);
char *mpMenuTextWeaponOfChoiceName(struct menuitem *item);
char *mpMenuTextAward1(struct menuitem *item);
char *mpMenuTextAward2(struct menuitem *item);
char *mpMenuTextPlacementWithSuffix(struct menuitem *item);
MenuItemHandlerResult mpPlacementMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult mpAwardsMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult mpPlayerTitleMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextPlayerTitle(s32 arg0);
MenuItemHandlerResult mpConfirmPlayerNameHandler(s32 operation, struct menuitem *item, union handlerdata *data);
void mpPushPauseDialog(void);
void mpPushEndscreenDialog(u32 arg0, u32 playernum);
MenuItemHandlerResult menuhandlerMpEndGame(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult mp_stats_for_player_dropdown_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_in_game_limit(struct menuitem *item);
char *menutext_pause_or_unpause(s32 arg0);
char *menutext_match_time(s32 arg0);
char *mp_menu_text_weapon_description(struct menuitem *item);
char *mp_menu_title_stats_for(struct menudialogdef *dialogdef);
char *mp_menu_text_weapon_of_choice_name(struct menuitem *item);
char *mp_menu_text_award1(struct menuitem *item);
char *mp_menu_text_award2(struct menuitem *item);
char *mp_menu_text_placement_with_suffix(struct menuitem *item);
MenuItemHandlerResult mp_placement_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult mp_awards_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult mp_player_title_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_player_title(s32 arg0);
MenuItemHandlerResult mp_confirm_player_name_handler(s32 operation, struct menuitem *item, union handlerdata *data);
void mp_push_pause_dialog(void);
void mp_push_endscreen_dialog(u32 arg0, u32 playernum);
MenuItemHandlerResult menuhandler_mp_end_game(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler00178018(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpInGameLimitLabel(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpPause(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_in_game_limit_label(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_pause(s32 operation, struct menuitem *item, union handlerdata *data);
#endif
+100 -100
View File
@@ -4,119 +4,119 @@
#include "data.h"
#include "types.h"
f32 mpHandicapToDamageScale(u8 value);
f32 mp_handicap_to_damage_scale(u8 value);
void func0f187838(struct mpchrconfig *mpchr);
void mpStartMatch(void);
void mpReset(void);
void mpCalculateTeamIsOnlyAi(void);
void mp_start_match(void);
void mp_reset(void);
void mp_calculate_team_is_only_ai(void);
void func0f187fbc(s32 playernum);
void func0f187fec(void);
void mpPlayerSetDefaults(s32 playernum, bool autonames);
void mp_player_set_defaults(s32 playernum, bool autonames);
void func0f1881d4(s32 index);
void mpInit(void);
void mpGetTeamsWithDefaultName(u8 *mask);
void mpSetTeamNamesToDefault(u8 mask);
void mpSetDefaultNamesIfEmpty(void);
s32 mpCalculateTeamScoreLimit(void);
void mpApplyLimits(void);
s32 mpGetPlayerRankings(struct ranking *rankings);
s32 mpCalculateTeamScore(s32 arg0, s32 *arg1);
s32 mpGetTeamRankings(struct ranking *rankings);
void mp_init(void);
void mp_get_teams_with_default_name(u8 *mask);
void mp_set_team_names_to_default(u8 mask);
void mp_set_default_names_if_empty(void);
s32 mp_calculate_team_score_limit(void);
void mp_apply_limits(void);
s32 mp_get_player_rankings(struct ranking *rankings);
s32 mp_calculate_team_score(s32 arg0, s32 *arg1);
s32 mp_get_team_rankings(struct ranking *rankings);
s32 func0f188bcc(void);
s32 mpGetNumWeaponOptions(void);
char *mpGetWeaponLabel(s32 weaponnum);
void mpSetWeaponSlot(s32 slot, s32 mpweaponnum);
s32 mpGetWeaponSlot(s32 slot);
struct mpweapon *mpGetMpWeaponByLocation(s32 locationindex);
s32 mpCountWeaponSetThing(s32 weaponsetindex);
s32 mp_get_num_weapon_options(void);
char *mp_get_weapon_label(s32 weaponnum);
void mp_set_weapon_slot(s32 slot, s32 mpweaponnum);
s32 mp_get_weapon_slot(s32 slot);
struct mpweapon *mp_get_mp_weapon_by_location(s32 locationindex);
s32 mp_count_weapon_set_thing(s32 weaponsetindex);
s32 func0f188f9c(s32 arg0);
s32 func0f189058(bool full);
s32 func0f189088(void);
char *mpGetWeaponSetName(s32 arg0);
char *mp_get_weapon_set_name(s32 arg0);
void func0f18913c(void);
void mpApplyWeaponSet(void);
void mpSetWeaponSet(s32 weaponsetnum);
void mp_apply_weapon_set(void);
void mp_set_weapon_set(s32 weaponsetnum);
void func0f1895e8(void);
s32 mpGetWeaponSet(void);
bool mpIsPaused(void);
void mpSetPaused(u8 mode);
Gfx *mpRenderModalText(Gfx *gdl);
s32 mpFindMaxInt(s32 playercount, s32 val0, s32 val1, s32 val2, s32 val3);
s32 mpFindMinInt(s32 playercount, s32 val0, s32 val1, s32 val2, s32 val3);
s32 mpFindMaxFloat(s32 playercount, f32 val0, f32 val1, f32 val2, f32 val3);
s32 mpFindMinFloat(s32 playercount, f32 val0, f32 val1, f32 val2, f32 val3);
void mpCalculatePlayerTitle(struct mpplayerconfig *mpplayer);
void mpCalculateAwards(void);
void mpEndMatch(void);
s32 mpGetNumHeads2(void);
s32 mpGetNumHeads(void);
s32 mpGetHeadId(u8 headnum);
s32 mpGetHeadRequiredFeature(u8 headnum);
s32 mpGetBeauHeadId(u8 headnum);
u32 mpGetNumBodies(void);
s32 mpGetBodyId(u8 bodynum);
s32 mpGetMpbodynumByBodynum(u16 bodynum);
char *mpGetBodyName(u8 mpbodynum);
u8 mpGetBodyRequiredFeature(u8 bodynum);
s32 mpGetMpheadnumByMpbodynum(s32 bodynum);
s32 mpChooseRandomLockPlayer(void);
bool mpSetLock(s32 locktype, s32 playernum);
s32 mpGetLockType(void);
u32 mpGetLockPlayerNum(void);
bool mpIsPlayerLockedOut(s32 playernum);
void mpCalculateLockIfLastWinnerOrLoser(void);
bool mpIsTrackUnlocked(s32 tracknum);
s32 mpGetTrackSlotIndex(s32 tracknum);
s32 mpGetTrackNumAtSlotIndex(s32 slotindex);
s32 mpGetNumUnlockedTracks(void);
s32 mpGetTrackMusicNum(s32 slotindex);
char *mpGetTrackName(s32 slotindex);
void mpSetUsingMultipleTunes(bool enable);
bool mpGetUsingMultipleTunes(void);
bool mpIsMultiTrackSlotEnabled(s32 slot);
void mpSetMultiTrackSlotEnabled(s32 slot, bool enable);
void mpSetTrackSlotEnabled(s32 slot);
void mpEnableAllMultiTracks(void);
void mpDisableAllMultiTracks(void);
void mpRandomiseMultiTracks(void);
void mpSetTrackToRandom(void);
s32 mpGetCurrentTrackSlotNum(void);
s32 mpChooseTrack(void);
struct mpchrconfig *mpGetChrConfigBySlotNum(s32 slot);
s32 mpGetChrIndexBySlotNum(s32 slot);
s32 mpGetNumChrs(void);
u8 mpFindUnusedTeamNum(void);
void mpCreateBotFromProfile(s32 botnum, u8 difficulty);
void mpSetBotDifficulty(s32 botnum, s32 difficulty);
s32 mpGetSlotForNewBot(void);
void mpRemoveSimulant(s32 index);
bool mpHasSimulants(void);
bool mpHasUnusedBotSlots(void);
bool mpIsSimSlotEnabled(s32 slot);
s32 mpFindBotProfile(s32 type, s32 difficulty);
void mpGenerateBotNames(void);
s32 mpPlayerGetIndex(struct chrdata *chr);
struct chrdata *mpGetChrFromPlayerIndex(s32 index);
s32 mp_get_weapon_set(void);
bool mp_is_paused(void);
void mp_set_paused(u8 mode);
Gfx *mp_render_modal_text(Gfx *gdl);
s32 mp_find_max_int(s32 playercount, s32 val0, s32 val1, s32 val2, s32 val3);
s32 mp_find_min_int(s32 playercount, s32 val0, s32 val1, s32 val2, s32 val3);
s32 mp_find_max_float(s32 playercount, f32 val0, f32 val1, f32 val2, f32 val3);
s32 mp_find_min_float(s32 playercount, f32 val0, f32 val1, f32 val2, f32 val3);
void mp_calculate_player_title(struct mpplayerconfig *mpplayer);
void mp_calculate_awards(void);
void mp_end_match(void);
s32 mp_get_num_heads2(void);
s32 mp_get_num_heads(void);
s32 mp_get_head_id(u8 headnum);
s32 mp_get_head_required_feature(u8 headnum);
s32 mp_get_beau_head_id(u8 headnum);
u32 mp_get_num_bodies(void);
s32 mp_get_body_id(u8 bodynum);
s32 mp_get_mpbodynum_by_bodynum(u16 bodynum);
char *mp_get_body_name(u8 mpbodynum);
u8 mp_get_body_required_feature(u8 bodynum);
s32 mp_get_mpheadnum_by_mpbodynum(s32 bodynum);
s32 mp_choose_random_lock_player(void);
bool mp_set_lock(s32 locktype, s32 playernum);
s32 mp_get_lock_type(void);
u32 mp_get_lock_player_num(void);
bool mp_is_player_locked_out(s32 playernum);
void mp_calculate_lock_if_last_winner_or_loser(void);
bool mp_is_track_unlocked(s32 tracknum);
s32 mp_get_track_slot_index(s32 tracknum);
s32 mp_get_track_num_at_slot_index(s32 slotindex);
s32 mp_get_num_unlocked_tracks(void);
s32 mp_get_track_music_num(s32 slotindex);
char *mp_get_track_name(s32 slotindex);
void mp_set_using_multiple_tunes(bool enable);
bool mp_get_using_multiple_tunes(void);
bool mp_is_multi_track_slot_enabled(s32 slot);
void mp_set_multi_track_slot_enabled(s32 slot, bool enable);
void mp_set_track_slot_enabled(s32 slot);
void mp_enable_all_multi_tracks(void);
void mp_disable_all_multi_tracks(void);
void mp_randomise_multi_tracks(void);
void mp_set_track_to_random(void);
s32 mp_get_current_track_slot_num(void);
s32 mp_choose_track(void);
struct mpchrconfig *mp_get_chr_config_by_slot_num(s32 slot);
s32 mp_get_chr_index_by_slot_num(s32 slot);
s32 mp_get_num_chrs(void);
u8 mp_find_unused_team_num(void);
void mp_create_bot_from_profile(s32 botnum, u8 difficulty);
void mp_set_bot_difficulty(s32 botnum, s32 difficulty);
s32 mp_get_slot_for_new_bot(void);
void mp_remove_simulant(s32 index);
bool mp_has_simulants(void);
bool mp_has_unused_bot_slots(void);
bool mp_is_sim_slot_enabled(s32 slot);
s32 mp_find_bot_profile(s32 type, s32 difficulty);
void mp_generate_bot_names(void);
s32 mp_player_get_index(struct chrdata *chr);
struct chrdata *mp_get_chr_from_player_index(s32 index);
s32 func0f18d074(s32 index);
s32 func0f18d0e8(s32 arg0);
void mpplayerfileLoadGunFuncs(struct savebuffer *buffer, s32 playernum);
void mpplayerfileSaveGunFuncs(struct savebuffer *buffer, s32 playernum);
void mpplayerfileLoadWad(s32 playernum, struct savebuffer *buffer, s32 arg2);
void mpplayerfileSaveWad(s32 playernum, struct savebuffer *buffer);
void mpplayerfileGetOverview(char *arg0, char *name, u32 *playtime);
s32 mpplayerfileSave(s32 playernum, s32 device, s32 fileid, u16 deviceserial);
s32 mpplayerfileLoad(s32 playernum, s32 device, s32 arg2, u16 deviceserial);
s32 mpGetNumPresets(void);
bool mpIsPresetUnlocked(s32 presetnum);
s32 mpGetNumUnlockedPresets(void);
char *mpGetPresetNameBySlot(s32 slot);
void mpApplyConfig(struct mpconfigfull *mpconfig);
void mpplayerfile_load_gun_funcs(struct savebuffer *buffer, s32 playernum);
void mpplayerfile_save_gun_funcs(struct savebuffer *buffer, s32 playernum);
void mpplayerfile_load_wad(s32 playernum, struct savebuffer *buffer, s32 arg2);
void mpplayerfile_save_wad(s32 playernum, struct savebuffer *buffer);
void mpplayerfile_get_overview(char *arg0, char *name, u32 *playtime);
s32 mpplayerfile_save(s32 playernum, s32 device, s32 fileid, u16 deviceserial);
s32 mpplayerfile_load(s32 playernum, s32 device, s32 arg2, u16 deviceserial);
s32 mp_get_num_presets(void);
bool mp_is_preset_unlocked(s32 presetnum);
s32 mp_get_num_unlocked_presets(void);
char *mp_get_preset_name_by_slot(s32 slot);
void mp_apply_config(struct mpconfigfull *mpconfig);
void mp0f18dec4(s32 arg0);
void mpsetupfileLoadWad(struct savebuffer *buffer);
void mpsetupfileSaveWad(struct savebuffer *buffer);
void mpsetupfileGetOverview(char *arg0, char *filename, u16 *numsims, u16 *stagenum, u16 *scenarionum);
s32 mpsetupfileSave(s32 device, s32 filenum, u16 deviceserial);
s32 mpsetupfileLoad(s32 device, s32 filenum, u16 deviceserial);
void mpsetupfile_load_wad(struct savebuffer *buffer);
void mpsetupfile_save_wad(struct savebuffer *buffer);
void mpsetupfile_get_overview(char *arg0, char *filename, u16 *numsims, u16 *stagenum, u16 *scenarionum);
s32 mpsetupfile_save(s32 device, s32 filenum, u16 deviceserial);
s32 mpsetupfile_load(s32 device, s32 filenum, u16 deviceserial);
void func0f18e558(void);
struct modeldef *func0f18e57c(s32 index, s32 *headnum);
+13 -13
View File
@@ -16,18 +16,18 @@ struct mpscenariooverview {
extern struct mpscenariooverview g_MpScenarioOverviews[6];
MenuItemHandlerResult menuhandlerMpOpenOptions(s32 operation, struct menuitem *item, union handlerdata *data);
void scenarioReadSave(struct savebuffer *buffer);
void scenarioWriteSave(struct savebuffer *buffer);
void scenarioInit(void);
s32 scenarioNumProps(void);
void scenarioInitProps(void);
void scenarioTick(void);
void scenarioTickChr(struct chrdata *chr);
Gfx *scenarioRadarExtra(Gfx *gdl);
bool scenarioRadarChr(Gfx **gdl, struct prop *prop);
f32 scenarioChooseSpawnLocation(f32 chrradius, struct coord *pos, RoomNum *rooms, struct prop *prop);
s32 scenarioGetMaxTeams(void);
void scenarioHighlightRoom(RoomNum room, s32 *arg1, s32 *arg2, s32 *arg3);
MenuItemHandlerResult menuhandler_mp_open_options(s32 operation, struct menuitem *item, union handlerdata *data);
void scenario_read_save(struct savebuffer *buffer);
void scenario_write_save(struct savebuffer *buffer);
void scenario_init(void);
s32 scenario_num_props(void);
void scenario_init_props(void);
void scenario_tick(void);
void scenario_tick_chr(struct chrdata *chr);
Gfx *scenario_radar_extra(Gfx *gdl);
bool scenario_radar_chr(Gfx **gdl, struct prop *prop);
f32 scenario_choose_spawn_location(f32 chrradius, struct coord *pos, RoomNum *rooms, struct prop *prop);
s32 scenario_get_max_teams(void);
void scenario_highlight_room(RoomNum room, s32 *arg1, s32 *arg2, s32 *arg3);
#endif
+161 -161
View File
@@ -4,178 +4,178 @@
#include "data.h"
#include "types.h"
char *mpGetCurrentPlayerName(struct menuitem *item);
s16 mpChooseRandomStage(void);
MenuItemHandlerResult mpArenaMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextWeaponNameForSlot(struct menuitem *item);
char *mpMenuTextSetupName(struct menuitem *item);
MenuItemHandlerResult mpCharacterBodyMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data, s32 mpbodynum, s32 mpheadnum, bool isplayer);
char *mp_get_current_player_name(struct menuitem *item);
s16 mp_choose_random_stage(void);
MenuItemHandlerResult mp_arena_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_weapon_name_for_slot(struct menuitem *item);
char *mp_menu_text_setup_name(struct menuitem *item);
MenuItemHandlerResult mp_character_body_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data, s32 mpbodynum, s32 mpheadnum, bool isplayer);
MenuDialogHandlerResult menudialog0017a174(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult mpChallengesListHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextKills(struct menuitem *item);
char *mpMenuTextDeaths(struct menuitem *item);
char *mpMenuTextGamesPlayed(struct menuitem *item);
char *mpMenuTextGamesWon(struct menuitem *item);
char *mpMenuTextGamesLost(struct menuitem *item);
char *mpMenuTextHeadShots(struct menuitem *item);
char *mpMenuTextMedalAccuracy(struct menuitem *item);
char *mpMenuTextMedalHeadShot(struct menuitem *item);
char *mpMenuTextMedalKillMaster(struct menuitem *item);
char *mpMenuTextMedalSurvivor(struct menuitem *item);
char *mpMenuTextAmmoUsed(struct menuitem *item);
char *mpMenuTextDistance(struct menuitem *item);
char *mpMenuTextTime(struct menuitem *item);
char *mpMenuTextAccuracy(struct menuitem *item);
void mpFormatDamageValue(char *dst, f32 damage);
char *mpMenuTextPainReceived(struct menuitem *item);
char *mpMenuTextDamageDealt(struct menuitem *item);
MenuItemHandlerResult mpMedalMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTitleStatsForPlayerName(struct menudialogdef *dialogdef);
char *mpMenuTextUsernamePassword(struct menuitem *item);
MenuItemHandlerResult mpCharacterHeadMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data, s32 mpheadnum, bool arg4);
char *mpMenuTextBodyName(struct menuitem *item);
MenuItemHandlerResult mp_challenges_list_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_kills(struct menuitem *item);
char *mp_menu_text_deaths(struct menuitem *item);
char *mp_menu_text_games_played(struct menuitem *item);
char *mp_menu_text_games_won(struct menuitem *item);
char *mp_menu_text_games_lost(struct menuitem *item);
char *mp_menu_text_head_shots(struct menuitem *item);
char *mp_menu_text_medal_accuracy(struct menuitem *item);
char *mp_menu_text_medal_head_shot(struct menuitem *item);
char *mp_menu_text_medal_kill_master(struct menuitem *item);
char *mp_menu_text_medal_survivor(struct menuitem *item);
char *mp_menu_text_ammo_used(struct menuitem *item);
char *mp_menu_text_distance(struct menuitem *item);
char *mp_menu_text_time(struct menuitem *item);
char *mp_menu_text_accuracy(struct menuitem *item);
void mp_format_damage_value(char *dst, f32 damage);
char *mp_menu_text_pain_received(struct menuitem *item);
char *mp_menu_text_damage_dealt(struct menuitem *item);
MenuItemHandlerResult mp_medal_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_title_stats_for_player_name(struct menudialogdef *dialogdef);
char *mp_menu_text_username_password(struct menuitem *item);
MenuItemHandlerResult mp_character_head_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data, s32 mpheadnum, bool arg4);
char *mp_menu_text_body_name(struct menuitem *item);
void func0f17b8f0(void);
MenuItemHandlerResult mpPlayerNameMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult mpLoadSettingsMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextMpconfigMarquee(struct menuitem *item);
MenuItemHandlerResult mpLoadPlayerMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpHandicapPlayer(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextHandicapPlayerName(struct menuitem *item);
MenuItemHandlerResult mpAddChangeSimulantMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextSimulantDescription(struct menuitem *item);
MenuItemHandlerResult mp_player_name_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult mp_load_settings_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_mpconfig_marquee(struct menuitem *item);
MenuItemHandlerResult mp_load_player_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_handicap_player(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_handicap_player_name(struct menuitem *item);
MenuItemHandlerResult mp_add_change_simulant_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_simulant_description(struct menuitem *item);
MenuDialogHandlerResult menudialog0017ccfc(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult mpBotDifficultyMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTitleEditSimulant(struct menudialogdef *dialogdef);
char *mpMenuTextSimulantName(struct menuitem *item);
MenuItemHandlerResult menuhandlerMpNTeams(s32 operation, struct menuitem *item, union handlerdata *data, s32 numteams);
char *mpMenuTextChrNameForTeamSetup(struct menuitem *item);
MenuItemHandlerResult mp_bot_difficulty_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_title_edit_simulant(struct menudialogdef *dialogdef);
char *mp_menu_text_simulant_name(struct menuitem *item);
MenuItemHandlerResult menuhandler_mp_n_teams(s32 operation, struct menuitem *item, union handlerdata *data, s32 numteams);
char *mp_menu_text_chr_name_for_team_setup(struct menuitem *item);
MenuItemHandlerResult func0f17dac4(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextSelectTuneOrTunes(struct menuitem *item);
MenuItemHandlerResult mpSelectTuneListHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextCurrentTrack(struct menuitem *item);
MenuItemHandlerResult mpTeamNameMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextTeamName(struct menuitem *item);
char *mp_menu_text_select_tune_or_tunes(struct menuitem *item);
MenuItemHandlerResult mp_select_tune_list_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_current_track(struct menuitem *item);
MenuItemHandlerResult mp_team_name_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_team_name(struct menuitem *item);
char *func0f17e318(struct menudialogdef *dialogdef);
MenuDialogHandlerResult menudialog0017e3fc(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult mpChallengesListMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mpMenuTextChallengeName(struct menuitem *item);
MenuDialogHandlerResult mpCombatChallengesMenuDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
char *mpMenuTextSavePlayerOrCopy(struct menuitem *item);
char *mpMenuTextArenaName(struct menuitem *item);
char *mpMenuTextWeaponSetName(struct menuitem *item);
void mpConfigureQuickTeamPlayers(void);
void mpConfigureQuickTeamSimulants(void);
MenuItemHandlerResult mp_challenges_list_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
char *mp_menu_text_challenge_name(struct menuitem *item);
MenuDialogHandlerResult mp_combat_challenges_menu_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
char *mp_menu_text_save_player_or_copy(struct menuitem *item);
char *mp_menu_text_arena_name(struct menuitem *item);
char *mp_menu_text_weapon_set_name(struct menuitem *item);
void mp_configure_quick_team_players(void);
void mp_configure_quick_team_simulants(void);
void func0f17f428(void);
MenuItemHandlerResult menuhandlerPlayerTeam(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpNumberOfSimulants(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpSimulantsPerTeam(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult mpQuickTeamSimulantDifficultyHandler(s32 operation, struct menuitem *item, union handlerdata *data);
void mpCloseDialogsForNewSetup(void);
MenuItemHandlerResult menuhandler_player_team(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_number_of_simulants(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_simulants_per_team(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult mp_quick_team_simulant_difficulty_handler(s32 operation, struct menuitem *item, union handlerdata *data);
void mp_close_dialogs_for_new_setup(void);
void func0f17fcb0(s32 silent);
MenuItemHandlerResult menuhandlerMpSlowMotion(s32 operation, struct menuitem *item, union handlerdata *data);
void htbAddPad(s16 padnum);
void htbRemoveAmmoCrateAtPad(s16 padnum);
void htbReset(void);
void htbCreateToken(void);
Gfx *htbRenderHud(Gfx *gdl);
void ctcInitProps(void);
bool ctcHighlightProp(struct prop *prop, s32 *colour);
void ctcAddPad(s32 *cmd);
void ctcHighlightRoom(RoomNum roomnum, s32 *arg1, s32 *arg2, s32 *arg3);
void kohTick(void);
Gfx *kohRenderHud(Gfx *gdl);
void kohAddHill(s32 *cmd);
void kohHighlightRoom(RoomNum roomnum, s32 *arg1, s32 *arg2, s32 *arg3);
void htmAddPad(s16 padnum);
void htmReset(void);
void htbCreateUplink(void);
void htmInitProps(void);
void htmTickChr(struct chrdata *chr);
Gfx *htmRenderHud(Gfx *gdl);
Gfx *htmRadarExtra(Gfx *gdl);
void pacReset(void);
bool pacHighlightProp(struct prop *prop, s32 *colour);
void pacApplyNextVictim(void);
void pacHandleDeath(s32 cplayernum, s32 vplayernum);
void pacTick(void);
Gfx *pacRenderHud(Gfx *gdl);
bool pacRadarChr(Gfx **gdl, struct prop *prop);
MenuDialogHandlerResult mpOptionsMenuDialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
char *mpMenuTextScenarioShortName(struct menuitem *item);
char *mpMenuTextScenarioName(struct menuitem *item);
MenuItemHandlerResult scenarioScenarioMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data);
void scenarioCreateMatchStartHudmsgs(void);
Gfx *scenarioRenderHud(Gfx *gdl);
void scenarioCalculatePlayerScore(struct mpchrconfig *mpchr, s32 chrnum, s32 *arg2, s32 *arg3);
bool scenarioHighlightProp(struct prop *prop, s32 *colour);
void scenarioReset(void);
struct prop *scenarioCreateObj(s32 modelnum, s16 padnum, f32 arg2, u32 flags, u32 flags2, u32 flags3);
void scenarioCreateHudmsg(s32 playernum, char *message);
bool scenarioChrsAreSameTeam(s32 playernum1, s32 playernum2);
s32 scenarioPickUpBriefcase(struct chrdata *chr, struct prop *prop);
void scenarioHandleDroppedToken(struct chrdata *chr, struct prop *prop);
s32 scenarioPickUpUplink(struct chrdata *chr, struct prop *prop);
void scenarioHandleActivatedProp(struct chrdata *chr, struct prop *prop);
MenuItemHandlerResult menuhandlerMpDropOut(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpTeamsLabel(s32 operation, struct menuitem *item, union handlerdata *data);
s32 mpGetNumStages(void);
MenuItemHandlerResult menuhandlerMpControlStyle(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpWeaponSlot(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpWeaponSetDropdown(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpControlCheckbox(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpAimControl(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpCheckboxOption(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpTeamsEnabled(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpDisplayOptionCheckbox(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpConfirmSaveChr(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpSetupName(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpSaveSetupOverwrite(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpSaveSetupCopy(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpCharacterBody(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpUsernamePassword(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpCharacterHead(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpTimeLimitSlider(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpScoreLimitSlider(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpTeamScoreLimitSlider(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpRestoreScoreDefaults(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpRestoreHandicapDefaults(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialogMpReady(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialogMpSimulant(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpSimulantHead(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpSimulantBody(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpDeleteSimulant(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpChangeSimulantType(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpClearAllSimulants(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpAddSimulant(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpSimulantSlot(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialogMpSimulants(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpTwoTeams(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpThreeTeams(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpFourTeams(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpMaximumTeams(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpHumansVsSimulants(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpHumanSimulantPairs(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpTeamSlot(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialogMpSelectTune(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpMultipleTunes(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpTeamNameSlot(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_slow_motion(s32 operation, struct menuitem *item, union handlerdata *data);
void htb_add_pad(s16 padnum);
void htb_remove_ammo_crate_at_pad(s16 padnum);
void htb_reset(void);
void htb_create_token(void);
Gfx *htb_render_hud(Gfx *gdl);
void ctc_init_props(void);
bool ctc_highlight_prop(struct prop *prop, s32 *colour);
void ctc_add_pad(s32 *cmd);
void ctc_highlight_room(RoomNum roomnum, s32 *arg1, s32 *arg2, s32 *arg3);
void koh_tick(void);
Gfx *koh_render_hud(Gfx *gdl);
void koh_add_hill(s32 *cmd);
void koh_highlight_room(RoomNum roomnum, s32 *arg1, s32 *arg2, s32 *arg3);
void htm_add_pad(s16 padnum);
void htm_reset(void);
void htb_create_uplink(void);
void htm_init_props(void);
void htm_tick_chr(struct chrdata *chr);
Gfx *htm_render_hud(Gfx *gdl);
Gfx *htm_radar_extra(Gfx *gdl);
void pac_reset(void);
bool pac_highlight_prop(struct prop *prop, s32 *colour);
void pac_apply_next_victim(void);
void pac_handle_death(s32 cplayernum, s32 vplayernum);
void pac_tick(void);
Gfx *pac_render_hud(Gfx *gdl);
bool pac_radar_chr(Gfx **gdl, struct prop *prop);
MenuDialogHandlerResult mp_options_menu_dialog(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
char *mp_menu_text_scenario_short_name(struct menuitem *item);
char *mp_menu_text_scenario_name(struct menuitem *item);
MenuItemHandlerResult scenario_scenario_menu_handler(s32 operation, struct menuitem *item, union handlerdata *data);
void scenario_create_match_start_hudmsgs(void);
Gfx *scenario_render_hud(Gfx *gdl);
void scenario_calculate_player_score(struct mpchrconfig *mpchr, s32 chrnum, s32 *arg2, s32 *arg3);
bool scenario_highlight_prop(struct prop *prop, s32 *colour);
void scenario_reset(void);
struct prop *scenario_create_obj(s32 modelnum, s16 padnum, f32 arg2, u32 flags, u32 flags2, u32 flags3);
void scenario_create_hudmsg(s32 playernum, char *message);
bool scenario_chrs_are_same_team(s32 playernum1, s32 playernum2);
s32 scenario_pick_up_briefcase(struct chrdata *chr, struct prop *prop);
void scenario_handle_dropped_token(struct chrdata *chr, struct prop *prop);
s32 scenario_pick_up_uplink(struct chrdata *chr, struct prop *prop);
void scenario_handle_activated_prop(struct chrdata *chr, struct prop *prop);
MenuItemHandlerResult menuhandler_mp_drop_out(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_teams_label(s32 operation, struct menuitem *item, union handlerdata *data);
s32 mp_get_num_stages(void);
MenuItemHandlerResult menuhandler_mp_control_style(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_weapon_slot(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_weapon_set_dropdown(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_control_checkbox(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_aim_control(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_checkbox_option(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_teams_enabled(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_display_option_checkbox(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_confirm_save_chr(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_setup_name(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_save_setup_overwrite(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_save_setup_copy(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_character_body(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_username_password(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_character_head(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_time_limit_slider(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_score_limit_slider(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_team_score_limit_slider(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_restore_score_defaults(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_restore_handicap_defaults(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialog_mp_ready(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialog_mp_simulant(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_simulant_head(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_simulant_body(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_delete_simulant(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_change_simulant_type(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_clear_all_simulants(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_add_simulant(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_simulant_slot(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialog_mp_simulants(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_two_teams(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_three_teams(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_four_teams(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_maximum_teams(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_humans_vs_simulants(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_human_simulant_pairs(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_team_slot(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialog_mp_select_tune(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_multiple_tunes(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_team_name_slot(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler0017e38c(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler0017e9d8(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpAbortChallenge(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpStartChallenge(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_abort_challenge(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_start_challenge(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler0017ec64(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpLock(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpSavePlayer(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_lock(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_save_player(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler0017ef30(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpSaveSettings(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialogMpGameSetup(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialogMpQuickGo(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpFinishedSetup(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerQuickTeamSeparator(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpQuickTeamOption(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialogCombatSimulator(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpAdvancedSetup(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpDisplayTeam(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerMpOneHitKills(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_save_settings(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialog_mp_game_setup(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuDialogHandlerResult menudialog_mp_quick_go(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_finished_setup(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_quick_team_separator(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_quick_team_option(s32 operation, struct menuitem *item, union handlerdata *data);
MenuDialogHandlerResult menudialog_combat_simulator(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_advanced_setup(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_display_team(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandler_mp_one_hit_kills(s32 operation, struct menuitem *item, union handlerdata *data);
#endif
+13 -13
View File
@@ -4,19 +4,19 @@
#include "data.h"
#include "types.h"
void mpstatsIncrementPlayerShotCount(struct gset *gset, s32 region);
void mpstatsIncrementPlayerShotCount2(struct gset *gset, s32 region);
void mpstats_increment_player_shot_count(struct gset *gset, s32 region);
void mpstats_increment_player_shot_count2(struct gset *gset, s32 region);
void mpstats0f0b0520(void);
s32 mpstatsGetPlayerShotCountByRegion(u32 type);
void mpstatsIncrementTotalKillCount(void);
void mpstatsIncrementTotalKnockoutCount(void);
void mpstatsDecrementTotalKnockoutCount(void);
u8 mpstatsGetTotalKnockoutCount(void);
u32 mpstatsGetTotalKillCount(void);
void mpstatsRecordPlayerKill(void);
s32 mpstatsGetPlayerKillCount(void);
void mpstatsRecordPlayerDeath(void);
void mpstatsRecordPlayerSuicide(void);
void mpstatsRecordDeath(s32 aplayernum, s32 vplayernum);
s32 mpstats_get_player_shot_count_by_region(u32 type);
void mpstats_increment_total_kill_count(void);
void mpstats_increment_total_knockout_count(void);
void mpstats_decrement_total_knockout_count(void);
u8 mpstats_get_total_knockout_count(void);
u32 mpstats_get_total_kill_count(void);
void mpstats_record_player_kill(void);
s32 mpstats_get_player_kill_count(void);
void mpstats_record_player_death(void);
void mpstats_record_player_suicide(void);
void mpstats_record_death(s32 aplayernum, s32 vplayernum);
#endif
+1 -1
View File
@@ -4,6 +4,6 @@
#include "data.h"
#include "types.h"
void mtxF2LBulk(Mtxf *matrices, s32 count);
void mtx_f2l_bulk(Mtxf *matrices, s32 count);
#endif
+37 -37
View File
@@ -4,42 +4,42 @@
#include "data.h"
#include "types.h"
u16 musicGetVolume(void);
void musicSetVolume(u16 volume);
bool musicIsTrackState(s32 tracktype, s32 state);
s32 musicGetTrackState(s32 tracktype);
void musicQueueStartEvent(u32 tracktype, u32 tracknum, f32 arg2, u16 volume);
void musicQueueStopEvent(s32 tracktype);
void musicQueueFadeEvent(s32 tracktype, f32 arg1, bool keepafterfade);
void musicReset(void);
void musicQueueStopAllEvent(void);
void musicSaveInterval(void);
void musicRestoreInterval(void);
void musicStartPrimary(f32 arg0);
void musicStartAmbient(f32 arg0);
bool musicIsAnyPlayerInAmbientRoom(void);
void musicStartNrg(f32 arg0);
void musicStartTrackAsMenu(s32 tracknum);
void musicSetStageAndStartMusic(s32 stagenum);
void musicSetStage(s32 stagenum);
void musicStop(void);
void musicActivateNrg(void);
void musicDeactivateNrg(void);
void musicStartMenu(void);
void musicEndMenu(void);
void musicStartSoloDeath(void);
void _musicStartMpDeath(f32 arg0);
void musicStartMpDeath(void);
void musicEndDeath(void);
void musicPlayTrackIsolated(s32 tracknum);
void musicPlayDefaultTracks(void);
void musicStartTemporaryPrimary(s32 tracknum);
void musicStartCutscene(s32 tracknum);
void musicEndCutscene(void);
void musicStartTemporaryAmbient(s32 tracknum);
void musicEndTemporaryAmbient(void);
void musicSetXReason(s32 reason, u32 minsecs, u32 maxsecs);
void musicUnsetXReason(s32 reason);
void musicTickAmbient(void);
u16 music_get_volume(void);
void music_set_volume(u16 volume);
bool music_is_track_state(s32 tracktype, s32 state);
s32 music_get_track_state(s32 tracktype);
void music_queue_start_event(u32 tracktype, u32 tracknum, f32 arg2, u16 volume);
void music_queue_stop_event(s32 tracktype);
void music_queue_fade_event(s32 tracktype, f32 arg1, bool keepafterfade);
void music_reset(void);
void music_queue_stop_all_event(void);
void music_save_interval(void);
void music_restore_interval(void);
void music_start_primary(f32 arg0);
void music_start_ambient(f32 arg0);
bool music_is_any_player_in_ambient_room(void);
void music_start_nrg(f32 arg0);
void music_start_track_as_menu(s32 tracknum);
void music_set_stage_and_start_music(s32 stagenum);
void music_set_stage(s32 stagenum);
void music_stop(void);
void music_activate_nrg(void);
void music_deactivate_nrg(void);
void music_start_menu(void);
void music_end_menu(void);
void music_start_solo_death(void);
void _music_start_mp_death(f32 arg0);
void music_start_mp_death(void);
void music_end_death(void);
void music_play_track_isolated(s32 tracknum);
void music_play_default_tracks(void);
void music_start_temporary_primary(s32 tracknum);
void music_start_cutscene(s32 tracknum);
void music_end_cutscene(void);
void music_start_temporary_ambient(s32 tracknum);
void music_end_temporary_ambient(void);
void music_set_x_reason(s32 reason, u32 minsecs, u32 maxsecs);
void music_unset_x_reason(s32 reason);
void music_tick_ambient(void);
#endif
+12 -12
View File
@@ -5,18 +5,18 @@
#include "types.h"
Gfx *func0f008558(Gfx *gdl, s32 depth);
void nbombReset(struct nbomb *nbomb);
s32 nbombCalculateAlpha(struct nbomb *nbomb);
Gfx *nbombCreateGdl(void);
Gfx *nbombRender(Gfx *gdl, struct nbomb *nbomb, Gfx *subgdl);
void nbomb_reset(struct nbomb *nbomb);
s32 nbomb_calculate_alpha(struct nbomb *nbomb);
Gfx *nbomb_create_gdl(void);
Gfx *nbomb_render(Gfx *gdl, struct nbomb *nbomb, Gfx *subgdl);
void func0f0099a4(void);
void nbombInflictDamage(struct nbomb *nbomb);
void nbombTick(struct nbomb *nbomb);
void nbombsTick(void);
Gfx *nbombsRender(Gfx *gdl);
void nbombCreateStorm(struct coord *pos, struct prop *ownerprop);
f32 gasGetDoorFrac(s32 tagnum);
Gfx *nbombRenderOverlay(Gfx *gdl);
Gfx *gasRender(Gfx *gdl);
void nbomb_inflict_damage(struct nbomb *nbomb);
void nbomb_tick(struct nbomb *nbomb);
void nbombs_tick(void);
Gfx *nbombs_render(Gfx *gdl);
void nbomb_create_storm(struct coord *pos, struct prop *ownerprop);
f32 gas_get_door_frac(s32 tagnum);
Gfx *nbomb_render_overlay(Gfx *gdl);
Gfx *gas_render(Gfx *gdl);
#endif
+26 -26
View File
@@ -4,33 +4,33 @@
#include "data.h"
#include "types.h"
void objectivesStop(void);
void objectives_stop(void);
void objectivesReset(void);
void tagInsert(struct tag *tag);
void briefingInsert(struct briefingobj *obj);
void objectiveInsert(struct objective *objective);
void objectiveAddRoomEnteredCriteria(struct criteria_roomentered *criteria);
void objectiveAddThrowInRoomCriteria(struct criteria_throwinroom *criteria);
void objectiveAddHolographCriteria(struct criteria_holograph *criteria);
void objectives_reset(void);
void tag_insert(struct tag *tag);
void briefing_insert(struct briefingobj *obj);
void objective_insert(struct objective *objective);
void objective_add_room_entered_criteria(struct criteria_roomentered *criteria);
void objective_add_throw_in_room_criteria(struct criteria_throwinroom *criteria);
void objective_add_holograph_criteria(struct criteria_holograph *criteria);
u32 xorBaffbeff(u32 value);
u32 xorBabeffff(u32 value);
u32 xorBoobless(u32 value);
void tagsReset(void);
s32 objGetTagNum(struct defaultobj *obj);
s32 objectiveGetCount(void);
u32 objectiveGetDifficultyBits(s32 index);
s32 objectiveCheck(s32 index);
bool objectiveIsAllComplete(void);
void objectivesDisableChecking(void);
void objectivesShowHudmsg(char *buffer, s32 hudmsgtype);
void objectivesCheckAll(void);
void objectiveCheckRoomEntered(s32 currentroom);
void objectiveCheckThrowInRoom(s32 arg0, RoomNum *requiredrooms);
void objectiveCheckHolograph(f32 sqdist);
struct prop *chopperGetTargetProp(struct chopperobj *heli);
struct defaultobj *objFindByTagId(s32 tag_id);
struct tag *tagFindById(s32 tag_id);
u32 xor_baffbeff(u32 value);
u32 xor_babeffff(u32 value);
u32 xor_boobless(u32 value);
void tags_reset(void);
s32 obj_get_tag_num(struct defaultobj *obj);
s32 objective_get_count(void);
u32 objective_get_difficulty_bits(s32 index);
s32 objective_check(s32 index);
bool objective_is_all_complete(void);
void objectives_disable_checking(void);
void objectives_show_hudmsg(char *buffer, s32 hudmsgtype);
void objectives_check_all(void);
void objective_check_room_entered(s32 currentroom);
void objective_check_throw_in_room(s32 arg0, RoomNum *requiredrooms);
void objective_check_holograph(f32 sqdist);
struct prop *chopper_get_target_prop(struct chopperobj *heli);
struct defaultobj *obj_find_by_tag_id(s32 tag_id);
struct tag *tag_find_by_id(s32 tag_id);
#endif
+41 -41
View File
@@ -4,47 +4,47 @@
#include "data.h"
#include "types.h"
s32 optionsGetControlMode(s32 mpchrnum);
void optionsSetControlMode(s32 mpchrnum, s32 mode);
s32 optionsGetContpadNum1(s32 mpchrnum);
s32 optionsGetContpadNum2(s32 mpchrnum);
s32 optionsGetForwardPitch(s32 mpchrnum);
s32 optionsGetAutoAim(s32 mpchrnum);
s32 optionsGetLookAhead(s32 mpchrnum);
s32 optionsGetAimControl(s32 mpchrnum);
s32 optionsGetSightOnScreen(s32 mpchrnum);
s32 optionsGetAmmoOnScreen(s32 mpchrnum);
s32 optionsGetShowGunFunction(s32 mpchrnum);
s32 optionsGetAlwaysShowTarget(s32 mpchrnum);
s32 optionsGetShowZoomRange(s32 mpchrnum);
s32 optionsGetPaintball(s32 mpchrnum);
s32 optionsGetShowMissionTime(s32 mpchrnum);
u8 optionsGetInGameSubtitles(void);
u8 optionsGetCutsceneSubtitles(void);
s32 optionsGetHeadRoll(s32 mpchrnum);
s32 options_get_control_mode(s32 mpchrnum);
void options_set_control_mode(s32 mpchrnum, s32 mode);
s32 options_get_contpad_num1(s32 mpchrnum);
s32 options_get_contpad_num2(s32 mpchrnum);
s32 options_get_forward_pitch(s32 mpchrnum);
s32 options_get_auto_aim(s32 mpchrnum);
s32 options_get_look_ahead(s32 mpchrnum);
s32 options_get_aim_control(s32 mpchrnum);
s32 options_get_sight_on_screen(s32 mpchrnum);
s32 options_get_ammo_on_screen(s32 mpchrnum);
s32 options_get_show_gun_function(s32 mpchrnum);
s32 options_get_always_show_target(s32 mpchrnum);
s32 options_get_show_zoom_range(s32 mpchrnum);
s32 options_get_paintball(s32 mpchrnum);
s32 options_get_show_mission_time(s32 mpchrnum);
u8 options_get_in_game_subtitles(void);
u8 options_get_cutscene_subtitles(void);
s32 options_get_head_roll(s32 mpchrnum);
void optionsSetForwardPitch(s32 mpchrnum, bool enable);
void optionsSetAutoAim(s32 mpchrnum, bool enable);
void optionsSetLookAhead(s32 mpchrnum, bool enable);
void optionsSetAimControl(s32 mpchrnum, s32 index);
void optionsSetSightOnScreen(s32 mpchrnum, bool enable);
void optionsSetAmmoOnScreen(s32 mpchrnum, bool enable);
void optionsSetShowGunFunction(s32 mpchrnum, bool enable);
void optionsSetAlwaysShowTarget(s32 mpchrnum, bool enable);
void optionsSetShowZoomRange(s32 mpchrnum, bool enable);
void optionsSetPaintball(s32 mpchrnum, bool enable);
void optionsSetShowMissionTime(s32 mpchrnum, bool enable);
void optionsSetInGameSubtitles(s32 enable);
void optionsSetCutsceneSubtitles(s32 enable);
void optionsSetHeadRoll(s32 mpchrnum, bool enable);
s32 optionsGetEffectiveScreenSize(void);
s32 optionsGetScreenSize(void);
void optionsSetScreenSize(s32 size);
s32 optionsGetScreenRatio(void);
void optionsSetScreenRatio(s32 ratio);
u8 optionsGetScreenSplit(void);
void optionsSetScreenSplit(u8 split);
u16 optionsGetMusicVolume(void);
void optionsSetMusicVolume(u16 volume);
void options_set_forward_pitch(s32 mpchrnum, bool enable);
void options_set_auto_aim(s32 mpchrnum, bool enable);
void options_set_look_ahead(s32 mpchrnum, bool enable);
void options_set_aim_control(s32 mpchrnum, s32 index);
void options_set_sight_on_screen(s32 mpchrnum, bool enable);
void options_set_ammo_on_screen(s32 mpchrnum, bool enable);
void options_set_show_gun_function(s32 mpchrnum, bool enable);
void options_set_always_show_target(s32 mpchrnum, bool enable);
void options_set_show_zoom_range(s32 mpchrnum, bool enable);
void options_set_paintball(s32 mpchrnum, bool enable);
void options_set_show_mission_time(s32 mpchrnum, bool enable);
void options_set_in_game_subtitles(s32 enable);
void options_set_cutscene_subtitles(s32 enable);
void options_set_head_roll(s32 mpchrnum, bool enable);
s32 options_get_effective_screen_size(void);
s32 options_get_screen_size(void);
void options_set_screen_size(s32 size);
s32 options_get_screen_ratio(void);
void options_set_screen_ratio(s32 ratio);
u8 options_get_screen_split(void);
void options_set_screen_split(u8 split);
u16 options_get_music_volume(void);
void options_set_music_volume(u16 volume);
#endif
+15 -15
View File
@@ -4,20 +4,20 @@
#include "data.h"
#include "types.h"
void padUnpack(s32 padnum, u32 fields, struct pad *pad);
bool padHasBboxData(s32 padnum);
void padGetCentre(s32 padnum, struct coord *coord);
void padRotateForDoor(s32 padnum);
void padCopyBboxFromPad(s32 padnum, struct pad *src);
void padSetFlag(s32 padnum, u32 flag);
void padUnsetFlag(s32 padnum, u32 flag);
s32 coverGetCount(void);
bool coverUnpack(s32 covernum, struct cover *cover);
bool coverIsInUse(s32 covernum);
void coverSetInUse(s32 covernum, bool enable);
void coverSetFlag(s32 covernum, u32 flag);
void coverUnsetFlag(s32 covernum, u32 flag);
void coverSetOutOfSight(s32 covernum, bool enable);
bool coverIsSpecial(struct cover *cover);
void pad_unpack(s32 padnum, u32 fields, struct pad *pad);
bool pad_has_bbox_data(s32 padnum);
void pad_get_centre(s32 padnum, struct coord *coord);
void pad_rotate_for_door(s32 padnum);
void pad_copy_bbox_from_pad(s32 padnum, struct pad *src);
void pad_set_flag(s32 padnum, u32 flag);
void pad_unset_flag(s32 padnum, u32 flag);
s32 cover_get_count(void);
bool cover_unpack(s32 covernum, struct cover *cover);
bool cover_is_in_use(s32 covernum);
void cover_set_in_use(s32 covernum, bool enable);
void cover_set_flag(s32 covernum, u32 flag);
void cover_unset_flag(s32 covernum, u32 flag);
void cover_set_out_of_sight(s32 covernum, bool enable);
bool cover_is_special(struct cover *cover);
#endif
+23 -23
View File
@@ -4,28 +4,28 @@
#include "data.h"
#include "types.h"
void navSetSeed(u32 upper, u32 lower);
struct waypoint *waypointFindClosestToPos(struct coord *pos, RoomNum *rooms);
struct waygroup *waygroupChooseNeighbour(s32 *groupnums, s32 step, u32 ignoremask);
void waygroupSetStepIfUndiscovered(s32 *groupnums, s32 step, u32 ignoremask);
bool waygroupDiscoverOneStep(struct waygroup *group, s32 step, u32 ignoremask);
bool waygroupDiscoverSteps(struct waygroup *from, struct waygroup *to, struct waygroup *groups, bool discoverall, u32 ignoremask);
bool waygroupFindRoute(struct waygroup *from, struct waygroup *to, struct waygroup *groups);
struct waypoint *waypointChooseNeighbour(s32 *pointnums, s32 step, s32 groupnum, u32 ignoremask);
void waypointSetStepIfUndiscovered(s32 *pointnums, s32 value, s32 groupnum, u32 ignoremask);
bool waypointDiscoverOneStep(s32 *pointnums, s32 step, s32 groupnum, u32 ignoremask);
void waypointDiscoverSteps(struct waypoint *from, struct waypoint *to, bool discoverall, u32 ignoremask);
void waypointFindRoute(struct waypoint *from, struct waypoint *to);
s32 waypointCollectLocal(struct waypoint *from, struct waypoint *to, struct waypoint **arr, s32 arrlen);
void waypointFindSegmentIntoGroup(struct waygroup *fromgroup, struct waygroup *togroup, struct waypoint **frompoint, struct waypoint **topoint);
s32 navFindRoute(struct waypoint *from, struct waypoint *to, struct waypoint **arr, s32 arrlen);
void waypointResetAllSteps(void);
struct waypoint *waypointFindRandomAtStep(s32 *pointnums, s32 step);
struct waygroup *waygroupFindRandomAtStep(s32 *groupnums, s32 step);
struct waypoint *navChooseRetreatPoint(struct waypoint *chrpoint, struct waypoint *targetpoint);
void navDisableSegmentInDirection(struct waypoint *a, struct waypoint *b);
void navEnableSegmentInDirection(struct waypoint *a, struct waypoint *b);
void navDisableSegment(struct waypoint *a, struct waypoint *b);
void navEnableSegment(struct waypoint *a, struct waypoint *b);
void nav_set_seed(u32 upper, u32 lower);
struct waypoint *waypoint_find_closest_to_pos(struct coord *pos, RoomNum *rooms);
struct waygroup *waygroup_choose_neighbour(s32 *groupnums, s32 step, u32 ignoremask);
void waygroup_set_step_if_undiscovered(s32 *groupnums, s32 step, u32 ignoremask);
bool waygroup_discover_one_step(struct waygroup *group, s32 step, u32 ignoremask);
bool waygroup_discover_steps(struct waygroup *from, struct waygroup *to, struct waygroup *groups, bool discoverall, u32 ignoremask);
bool waygroup_find_route(struct waygroup *from, struct waygroup *to, struct waygroup *groups);
struct waypoint *waypoint_choose_neighbour(s32 *pointnums, s32 step, s32 groupnum, u32 ignoremask);
void waypoint_set_step_if_undiscovered(s32 *pointnums, s32 value, s32 groupnum, u32 ignoremask);
bool waypoint_discover_one_step(s32 *pointnums, s32 step, s32 groupnum, u32 ignoremask);
void waypoint_discover_steps(struct waypoint *from, struct waypoint *to, bool discoverall, u32 ignoremask);
void waypoint_find_route(struct waypoint *from, struct waypoint *to);
s32 waypoint_collect_local(struct waypoint *from, struct waypoint *to, struct waypoint **arr, s32 arrlen);
void waypoint_find_segment_into_group(struct waygroup *fromgroup, struct waygroup *togroup, struct waypoint **frompoint, struct waypoint **topoint);
s32 nav_find_route(struct waypoint *from, struct waypoint *to, struct waypoint **arr, s32 arrlen);
void waypoint_reset_all_steps(void);
struct waypoint *waypoint_find_random_at_step(s32 *pointnums, s32 step);
struct waygroup *waygroup_find_random_at_step(s32 *groupnums, s32 step);
struct waypoint *nav_choose_retreat_point(struct waypoint *chrpoint, struct waypoint *targetpoint);
void nav_disable_segment_in_direction(struct waypoint *a, struct waypoint *b);
void nav_enable_segment_in_direction(struct waypoint *a, struct waypoint *b);
void nav_disable_segment(struct waypoint *a, struct waypoint *b);
void nav_enable_segment(struct waypoint *a, struct waypoint *b);
#endif
+103 -103
View File
@@ -4,117 +4,117 @@
#include "data.h"
#include "types.h"
u32 pakGetBlockSize(s8 device);
u32 pakAlign(s8 device, u32 size);
s32 pakGetAlignedFileLenByBodyLen(s8 device, u32 bodylen);
u32 pakGetBodyLenByFileLen(u32 filelen);
u32 pakGenerateSerial(s8 device);
bool mempakIsOkay(s8 device);
s32 pakGetFileIdsByType(s8 device, u32 filetype, u32 *fileids);
u32 pak_get_block_size(s8 device);
u32 pak_align(s8 device, u32 size);
s32 pak_get_aligned_file_len_by_body_len(s8 device, u32 bodylen);
u32 pak_get_body_len_by_file_len(u32 filelen);
u32 pak_generate_serial(s8 device);
bool mempak_is_okay(s8 device);
s32 pak_get_file_ids_by_type(s8 device, u32 filetype, u32 *fileids);
s32 pak0f1167d8(s8 device);
s32 pakReadBodyAtGuid(s8 device, s32 fileid, u8 *body, s32 arg3);
s32 pakSaveAtGuid(s8 device, s32 fileid, s32 filetype, u8 *body, s32 *outfileid, u8 *olddata);
bool pakDeleteFile(s8 device, s32 fileid);
PakErr1 pakDeleteGameNote(s8 device, u16 company_code, u32 game_code, char *game_name, char *ext_name);
s32 pak_read_body_at_guid(s8 device, s32 fileid, u8 *body, s32 arg3);
s32 pak_save_at_guid(s8 device, s32 fileid, s32 filetype, u8 *body, s32 *outfileid, u8 *olddata);
bool pak_delete_file(s8 device, s32 fileid);
PakErr1 pak_delete_game_note(s8 device, u16 company_code, u32 game_code, char *game_name, char *ext_name);
PakErr1 pak0f1168c4(s8 device, struct pakdata **arg1);
s32 pakGetType(s8 device);
s32 pakGetSerial(s8 device);
s32 pak_get_type(s8 device);
s32 pak_get_serial(s8 device);
void pak0f11698c(s8 device);
void pak0f116994(void);
void pak0f1169c8(s8 device, bool tick);
bool mempakIsReady(s8 device);
bool mempakIsReadyOrFull(s8 device);
bool mempak_is_ready(s8 device);
bool mempak_is_ready_or_full(s8 device);
void pak0f116bdc(s8 device, u8 *arg1, u8 *arg2);
u16 _pakGetSerial(s8 device);
u32 _pakGetType(s8 device);
void pakSetState(s8 device, s32 value);
u16 _pak_get_serial(s8 device);
u32 _pak_get_type(s8 device);
void pak_set_state(s8 device, s32 value);
s32 pak0f116df0(s8 device, struct pakdata **arg1);
s32 _pakDeleteGameNote(s8 device, u16 company_code, u32 game_code, char *game_name, char *ext_name);
s32 _pakDeleteFile(s8 device, s32 fileid);
s32 pakGetPlugCount(s8 device);
u32 pakGetMaxFileSize(s8 device);
s32 pakGetBodyLenByType(s8 device, u32 filetype);
s32 _pak_delete_game_note(s8 device, u16 company_code, u32 game_code, char *game_name, char *ext_name);
s32 _pak_delete_file(s8 device, s32 fileid);
s32 pak_get_plug_count(s8 device);
u32 pak_get_max_file_size(s8 device);
s32 pak_get_body_len_by_type(s8 device, u32 filetype);
void pak0f117150(s8 device, u8 *ptr);
void pak0f1171b4(s8 device, s32 arg1, s32 arg2);
s32 pakGetUnk008(s8 device);
bool pakRetrieveBlockFromCache(s8 device, u32 offset, u8 *dst);
PakErr2 pakReadHeaderAtOffset(s8 device, u32 offset, struct pakfileheader *header);
void pakDumpBuffer(u8 *buffer, u32 len, char *name);
void pakDumpEeprom(void);
s32 _pakSaveAtGuid(s8 device, s32 fileid, s32 filetype, u8 *newdata, s32 *outfileid, u8 *olddata);
s32 pak_get_unk008(s8 device);
bool pak_retrieve_block_from_cache(s8 device, u32 offset, u8 *dst);
PakErr2 pak_read_header_at_offset(s8 device, u32 offset, struct pakfileheader *header);
void pak_dump_buffer(u8 *buffer, u32 len, char *name);
void pak_dump_eeprom(void);
s32 _pak_save_at_guid(s8 device, s32 fileid, s32 filetype, u8 *newdata, s32 *outfileid, u8 *olddata);
#if VERSION >= VERSION_NTSC_1_0
PakErr1 pakInitPak(OSMesgQueue *mq, OSPfs *pfs, s32 channel, s32 *arg3);
PakErr1 pak_init_pak(OSMesgQueue *mq, OSPfs *pfs, s32 channel, s32 *arg3);
#else
PakErr1 pakInitPak(OSMesgQueue *mq, OSPfs *pfs, s32 channel);
PakErr1 pak_init_pak(OSMesgQueue *mq, OSPfs *pfs, s32 channel);
#endif
PakErr1 _pakReadWriteBlock(OSPfs *pfs, s32 file_no, u8 flag, u32 address, u32 len, u8 *buffer);
PakErr1 pakQueryNumNotes(OSPfs *pfs, s32 *max_files, s32 *files_used);
PakErr1 pakQueryNumFreeBytes(OSPfs *pfs, s32 *bytes_not_used);
PakErr1 pakQueryNoteState(OSPfs *pfs, s32 file_no, OSPfsState *note);
PakErr1 pakAllocateNote(OSPfs *pfs, u16 company_code, u32 game_code, char *game_name, char *ext_name, s32 size, s32 *file_no);
PakErr1 pakDeleteGameNote3(OSPfs *pfs, u16 company_code, u32 game_code, char *game_name, char *ext_name);
PakErr1 pakFindNote(OSPfs *pfs, u16 company_code, u32 game_code, char *game_name, char *ext_name, s32 *file_no);
PakErr1 _pakResizeNote(OSPfs *pfs, u16 company_code, u32 game_code, u8 *game_name, u8 *ext_name, u32 numbytes);
s32 pakGetPdNumPages(s8 device);
u32 pakGetPdNumBytes(s8 device);
s32 pakQueryNumFreePages(s8 device);
bool pakCanFitCameraFileInPak(s8 device);
s32 pakGetNumFreeCameraSpacesInPak(s8 device);
s32 _pakCreateCameraFile(s8 device, s32 *outfileid);
bool pakResizeNote(s8 device, s32 numpages);
PakErr1 _pak_read_write_block(OSPfs *pfs, s32 file_no, u8 flag, u32 address, u32 len, u8 *buffer);
PakErr1 pak_query_num_notes(OSPfs *pfs, s32 *max_files, s32 *files_used);
PakErr1 pak_query_num_free_bytes(OSPfs *pfs, s32 *bytes_not_used);
PakErr1 pak_query_note_state(OSPfs *pfs, s32 file_no, OSPfsState *note);
PakErr1 pak_allocate_note(OSPfs *pfs, u16 company_code, u32 game_code, char *game_name, char *ext_name, s32 size, s32 *file_no);
PakErr1 pak_delete_game_note3(OSPfs *pfs, u16 company_code, u32 game_code, char *game_name, char *ext_name);
PakErr1 pak_find_note(OSPfs *pfs, u16 company_code, u32 game_code, char *game_name, char *ext_name, s32 *file_no);
PakErr1 _pak_resize_note(OSPfs *pfs, u16 company_code, u32 game_code, u8 *game_name, u8 *ext_name, u32 numbytes);
s32 pak_get_pd_num_pages(s8 device);
u32 pak_get_pd_num_bytes(s8 device);
s32 pak_query_num_free_pages(s8 device);
bool pak_can_fit_camera_file_in_pak(s8 device);
s32 pak_get_num_free_camera_spaces_in_pak(s8 device);
s32 _pak_create_camera_file(s8 device, s32 *outfileid);
bool pak_resize_note(s8 device, s32 numpages);
void pak0f1185e0(s8 device, s32 arg1, s32 arg2);
u32 pak0f118674(s8 device, u32 filetype, s32 *outfileid);
void pak0f1189d0(void);
void paksInit(void);
void pakCalculateChecksum(u8 *arg0, u8 *arg1, u16 *arg2);
s32 _pakReadBodyAtGuid(s8 device, s32 fileid, u8 *body, s32 arg3);
s32 _pakGetFileIdsByType(s8 device, u32 filetype, u32 *fileids);
s32 pakCheckFileCanFitInNote(s8 device, s32 filetype, s32 *numspaces);
void paks_init(void);
void pak_calculate_checksum(u8 *arg0, u8 *arg1, u16 *arg2);
s32 _pak_read_body_at_guid(s8 device, s32 fileid, u8 *body, s32 arg3);
s32 _pak_get_file_ids_by_type(s8 device, u32 filetype, u32 *fileids);
s32 pak_check_file_can_fit_in_note(s8 device, s32 filetype, s32 *numspaces);
u32 pak0f119298(s8 device);
void pak0f119340(u32 arg0);
s32 pakFindFile(s8 device, u32 fileid, struct pakfileheader *header);
s32 pak_find_file(s8 device, u32 fileid, struct pakfileheader *header);
#if VERSION >= VERSION_NTSC_FINAL
bool pakWriteBlankFile(s8 device, u32 offset, struct pakfileheader *header);
bool pak_write_blank_file(s8 device, u32 offset, struct pakfileheader *header);
#endif
bool pakRepairAsBlank(s8 device, u32 *offset, struct pakfileheader *header);
s32 pakRepairFilesystem(s8 device);
void pakCorrupt(void);
bool pak_repair_as_blank(s8 device, u32 *offset, struct pakfileheader *header);
s32 pak_repair_filesystem(s8 device);
void pak_corrupt(void);
#if VERSION >= VERSION_NTSC_1_0
bool pakCreateInitialFiles(s8 device);
bool pak_create_initial_files(s8 device);
#else
void pakCreateInitialFiles(s8 device);
void pak_create_initial_files(s8 device);
#endif
s32 pakFindMaxFileId(s8 device);
void pakMergeBlanks(s8 device);
void paksReset(void);
void pakSetFeatures(s8 device, u8 features, u32 line, char *file);
void pakSetDefaults(s8 arg0);
PakErr1 pakReadWriteBlock(s8 device, OSPfs *pfs, s32 file_no, u8 flag, u32 address, u32 len, u8 *buffer);
bool pakQueryTotalUsage(s8 device);
void pakQueryPdSize(s8 device);
bool mempakPrepare(s8 device);
bool pakProbe(s8 device);
void pakWipe(s8 device, u32 blocknumstart, u32 blocknumend);
void pakSaveHeaderToCache(s8 device, s32 blocknum, struct pakfileheader *header);
bool pakRetrieveHeaderFromCache(s8 device, s32 blocknum, struct pakfileheader *header);
s32 pakCreateFilesystem(s8 device);
bool pakGetFilesystemLength(s8 device, u32 *outlen);
s32 pak_find_max_file_id(s8 device);
void pak_merge_blanks(s8 device);
void paks_reset(void);
void pak_set_features(s8 device, u8 features, u32 line, char *file);
void pak_set_defaults(s8 arg0);
PakErr1 pak_read_write_block(s8 device, OSPfs *pfs, s32 file_no, u8 flag, u32 address, u32 len, u8 *buffer);
bool pak_query_total_usage(s8 device);
void pak_query_pd_size(s8 device);
bool mempak_prepare(s8 device);
bool pak_probe(s8 device);
void pak_wipe(s8 device, u32 blocknumstart, u32 blocknumend);
void pak_save_header_to_cache(s8 device, s32 blocknum, struct pakfileheader *header);
bool pak_retrieve_header_from_cache(s8 device, s32 blocknum, struct pakfileheader *header);
s32 pak_create_filesystem(s8 device);
bool pak_get_filesystem_length(s8 device, u32 *outlen);
s32 pak0f11b86c(s8 device, u32 offset, u8 *data, struct pakfileheader *header, s32 arg4);
bool pakReplaceFileAtOffsetWithBlank(s8 device, u32 offset);
s32 pakWriteFileAtOffset(s8 device, u32 offset, u32 filetype, u8 *newdata, s32 bodylen, s32 *outfileid, u8 *olddata, u32 fileid, u32 generation);
bool pakRepair(s8 device);
bool pakHandleResult(s32 err1, s8 device, bool arg2, u32 line);
void paksTick(void);
bool pak_replace_file_at_offset_with_blank(s8 device, u32 offset);
s32 pak_write_file_at_offset(s8 device, u32 offset, u32 filetype, u8 *newdata, s32 bodylen, s32 *outfileid, u8 *olddata, u32 fileid, u32 generation);
bool pak_repair(s8 device);
bool pak_handle_result(s32 err1, s8 device, bool arg2, u32 line);
void paks_tick(void);
void pak0f11c6d0(void);
void pakExecuteDebugOperations(void);
void pakCheckPlugged(void);
void gbpakHandleError(u32 arg0);
bool gbpakRead(s8 device, u16 address, u8 *buffer, u16 size);
bool gbpakWrite(s8 device, u16 address, u8 *buffer, u16 size);
void pak_execute_debug_operations(void);
void pak_check_plugged(void);
void gbpak_handle_error(u32 arg0);
bool gbpak_read(s8 device, u16 address, u8 *buffer, u16 size);
bool gbpak_write(s8 device, u16 address, u8 *buffer, u16 size);
bool pak0f11cd00(s8 device, u16 arg1, char *arg2, s32 arg3, s32 arg4);
bool pak0f11ce00(s8 device, u16 arg1, char *arg2, s32 arg3, bool arg4);
void pak0f11d118(u8 *arg0, u8 arg1, u32 arg2);
@@ -129,31 +129,31 @@ void pak0f11d620(s8 device);
void pak0f11d9c4(s8 device, u8 *arg1, u8 *arg2, u32 arg3);
#if VERSION >= VERSION_NTSC_1_0
void pakRumble(s32 device, f32 numsecs, s32 onduration, s32 offduration);
void pak_rumble(s32 device, f32 numsecs, s32 onduration, s32 offduration);
#else
void pakRumble(s8 device, f32 numsecs, s32 onduration, s32 offduration);
void pak_rumble(s8 device, f32 numsecs, s32 onduration, s32 offduration);
#endif
void paksStop(bool disablepolling);
void pakDisableRumbleForPlayer(s8 playernum);
void pakEnableRumbleForPlayer(s8 playernum);
void pakDisableRumbleForAllPlayers(void);
void pakEnableRumbleForAllPlayers(void);
void pakDumpPak(void);
void pakTickState(s8 device);
void paks_stop(bool disablepolling);
void pak_disable_rumble_for_player(s8 playernum);
void pak_enable_rumble_for_player(s8 playernum);
void pak_disable_rumble_for_all_players(void);
void pak_enable_rumble_for_all_players(void);
void pak_dump_pak(void);
void pak_tick_state(s8 device);
void pak0f11e3bc(s8 device);
void pakProbeEeprom(void);
PakErr1 pakReadEeprom(u8 address, u8 *buffer, u32 len);
PakErr1 pakWriteEeprom(u8 address, u8 *buffer, u32 len);
void pakSetBitflag(s32 flagnum, u8 *bitstream, bool set);
bool pakHasBitflag(u32 flagnum, u8 *stream);
void pakClearAllBitflags(u8 *flags);
void pakN64FontCodeToAscii(char *src, char *dst, s32 len);
s8 pakFindBySerial(s32 deviceserial);
void pak_probe_eeprom(void);
PakErr1 pak_read_eeprom(u8 address, u8 *buffer, u32 len);
PakErr1 pak_write_eeprom(u8 address, u8 *buffer, u32 len);
void pak_set_bitflag(s32 flagnum, u8 *bitstream, bool set);
bool pak_has_bitflag(u32 flagnum, u8 *stream);
void pak_clear_all_bitflags(u8 *flags);
void pak_n64_font_code_to_ascii(char *src, char *dst, s32 len);
s8 pak_find_by_serial(s32 deviceserial);
s32 pak0f11e750(s8 device);
bool gbpakIsAnyPerfectDark(void);
bool gbpakStrcmp(char *a, char *b);
s32 gbpakIdentifyGame(s8 device);
bool gbpak_is_any_perfect_dark(void);
bool gbpak_strcmp(char *a, char *b);
s32 gbpak_identify_game(s8 device);
bool pak0f11ea34(s8 device);
extern const char var7f1b423c[];
+5 -5
View File
@@ -4,11 +4,11 @@
#include "data.h"
#include "types.h"
f32 pdmodeGetEnemyReactionSpeed(void);
f32 pdmodeGetEnemyHealth(void);
f32 pdmodeGetEnemyDamage(void);
f32 pdmodeGetEnemyAccuracy(void);
f32 pdmode_get_enemy_reaction_speed(void);
f32 pdmode_get_enemy_health(void);
f32 pdmode_get_enemy_damage(void);
f32 pdmode_get_enemy_accuracy(void);
void func0f01b148(u32 arg0);
void titleSetNextStage(s32 stagenum);
void title_set_next_stage(s32 stagenum);
#endif
+99 -99
View File
@@ -4,107 +4,107 @@
#include "data.h"
#include "types.h"
f32 playerChooseSpawnLocation(f32 chrradius, struct coord *dstpos, RoomNum *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads);
f32 playerChooseGeneralSpawnLocation(f32 chrradius, struct coord *pos, RoomNum *rooms, struct prop *prop);
void playerStartNewLife(void);
void playerLoadDefaults(void);
bool playerSpawnAnti(struct chrdata *chr, s32 param_2);
void playerSpawn(void);
void playerResetBond(struct playerbond *pb, struct coord *pos);
void playersTickAllChrBodies(void);
void playerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2);
void playerTickChrBody(void);
void playerRemoveChrBody(void);
void playerTickMpSwirl(void);
void playerChangeCamera(void);
void playerStartCutscene(s16 anim_id);
void playerReorientForCutsceneStop(s32 tweenduration60);
void playerTickCutscene(bool arg0);
f32 playerGetCutsceneBlurFrac(void);
void playerSetZoomFovY(f32 fovy, f32 timemax);
f32 playerGetZoomFovY(void);
void playerTweenFovY(f32 targetfovy);
f32 playerGetTeleportFovY(void);
void playerUpdateZoom(void);
void playerStopAudioForPause(void);
void playerTickPauseMenu(void);
void playerPause(s32 root);
void playerUnpause(void);
f32 player_choose_spawn_location(f32 chrradius, struct coord *dstpos, RoomNum *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads);
f32 player_choose_general_spawn_location(f32 chrradius, struct coord *pos, RoomNum *rooms, struct prop *prop);
void player_start_new_life(void);
void player_load_defaults(void);
bool player_spawn_anti(struct chrdata *chr, s32 param_2);
void player_spawn(void);
void player_reset_bond(struct playerbond *pb, struct coord *pos);
void players_tick_all_chr_bodies(void);
void player_choose_body_and_head(s32 *bodynum, s32 *headnum, s32 *arg2);
void player_tick_chr_body(void);
void player_remove_chr_body(void);
void player_tick_mp_swirl(void);
void player_change_camera(void);
void player_start_cutscene(s16 anim_id);
void player_reorient_for_cutscene_stop(s32 tweenduration60);
void player_tick_cutscene(bool arg0);
f32 player_get_cutscene_blur_frac(void);
void player_set_zoom_fov_y(f32 fovy, f32 timemax);
f32 player_get_zoom_fov_y(void);
void player_tween_fov_y(f32 targetfovy);
f32 player_get_teleport_fov_y(void);
void player_update_zoom(void);
void player_stop_audio_for_pause(void);
void player_tick_pause_menu(void);
void player_pause(s32 root);
void player_unpause(void);
Gfx *player0f0baf84(Gfx *gdl);
Gfx *playerDrawFade(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
Gfx *playerDrawStoredFade(Gfx *gdl);
void playerUpdateColourScreenProperties(void);
void playerTickChrFade(void);
void playerDisplayHealth(void);
void playerTickDamageAndHealth(void);
void playerDisplayDamage(void);
Gfx *playerRenderHealthBar(Gfx *gdl);
void playerSurroundWithExplosions(s32 arg0);
void playerTickExplode(void);
void playerResetLoResIf4Mb(void);
s16 playerGetFbWidth(void);
s16 playerGetFbHeight(void);
bool playerHasSharedViewport(void);
s16 playerGetViewportWidth(void);
s16 playerGetViewportLeft(void);
s16 playerGetViewportHeight(void);
s16 playerGetViewportTop(void);
f32 playerGetAspectRatio(void);
void playerUpdateShake(void);
void playerTickTeleport(f32 *arg0);
void playerConfigureVi(void);
void playerTick(bool arg0);
void playerAllocateMatrices(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
Gfx *playerUpdateShootRot(Gfx *gdl);
void playerDisplayShield(void);
Gfx *playerRenderShield(Gfx *gdl);
Gfx *playerRenderHud(Gfx *gdl);
void playerDie(bool force);
void playerDieByShooter(u32 shooter, bool force);
void playerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z);
f32 playerGetHealthBarHeightFrac(void);
void playerMoveCameraFromPosRooms(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, RoomNum *rooms);
void playerMoveCameraFromPosRoom(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
void playerMoveCamera(struct coord *pos, struct coord *up, struct coord *look);
void playersClearMemCamRoom(void);
void playerSetPerimEnabled(struct prop *prop, bool enable);
bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
void playerUpdatePerimInfo(void);
void playerGetBbox(struct prop *prop, f32 *radius, f32 *ymax, f32 *ymin);
f32 playerGetHealthFrac(void);
f32 playerGetShieldFrac(void);
void playerSetShieldFrac(f32 frac);
s32 playerGetMissionTime(void);
s32 playerTickBeams(struct prop *prop);
s32 playerTickThirdPerson(struct prop *prop);
void playerChooseThirdPersonAnimation(struct chrdata *chr, s32 crouchpos, f32 speedsideways, f32 speedforwards, f32 speedtheta, f32 *angleoffset, struct attackanimconfig **animcfg);
Gfx *playerRender(struct prop *prop, Gfx *gdl, bool xlupass);
Gfx *playerLoadMatrix(Gfx *gdl);
Gfx *player_draw_fade(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
Gfx *player_draw_stored_fade(Gfx *gdl);
void player_update_colour_screen_properties(void);
void player_tick_chr_fade(void);
void player_display_health(void);
void player_tick_damage_and_health(void);
void player_display_damage(void);
Gfx *player_render_health_bar(Gfx *gdl);
void player_surround_with_explosions(s32 arg0);
void player_tick_explode(void);
void player_reset_lo_res_if_4mb(void);
s16 player_get_fb_width(void);
s16 player_get_fb_height(void);
bool player_has_shared_viewport(void);
s16 player_get_viewport_width(void);
s16 player_get_viewport_left(void);
s16 player_get_viewport_height(void);
s16 player_get_viewport_top(void);
f32 player_get_aspect_ratio(void);
void player_update_shake(void);
void player_tick_teleport(f32 *arg0);
void player_configure_vi(void);
void player_tick(bool arg0);
void player_allocate_matrices(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
Gfx *player_update_shoot_rot(Gfx *gdl);
void player_display_shield(void);
Gfx *player_render_shield(Gfx *gdl);
Gfx *player_render_hud(Gfx *gdl);
void player_die(bool force);
void player_die_by_shooter(u32 shooter, bool force);
void player_check_if_shot_in_back(s32 attackerplayernum, f32 x, f32 z);
f32 player_get_health_bar_height_frac(void);
void player_move_camera_from_pos_rooms(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, RoomNum *rooms);
void player_move_camera_from_pos_room(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
void player_move_camera(struct coord *pos, struct coord *up, struct coord *look);
void players_clear_mem_cam_room(void);
void player_set_perim_enabled(struct prop *prop, bool enable);
bool player_update_geometry(struct prop *prop, u8 **start, u8 **end);
void player_update_perim_info(void);
void player_get_bbox(struct prop *prop, f32 *radius, f32 *ymax, f32 *ymin);
f32 player_get_health_frac(void);
f32 player_get_shield_frac(void);
void player_set_shield_frac(f32 frac);
s32 player_get_mission_time(void);
s32 player_tick_beams(struct prop *prop);
s32 player_tick_third_person(struct prop *prop);
void player_choose_third_person_animation(struct chrdata *chr, s32 crouchpos, f32 speedsideways, f32 speedforwards, f32 speedtheta, f32 *angleoffset, struct attackanimconfig **animcfg);
Gfx *player_render(struct prop *prop, Gfx *gdl, bool xlupass);
Gfx *player_load_matrix(Gfx *gdl);
void player0f0c3320(Mtxf *matrices, s32 count);
void playerSetTickMode(s32 tickmode);
void playerBeginGeFadeIn(void);
void playersBeginMpSwirl(void);
void player_set_tick_mode(s32 tickmode);
void player_begin_ge_fade_in(void);
void players_begin_mp_swirl(void);
void player0f0b9a20(void);
void playerEndCutscene(void);
void playerPrepareMoveCameraToPad(s16 pad_id);
void playerPrepareMoveCameraToPreset(struct camerapresetobj *preset, bool hasdir, s32 arg2);
void playerPrepareMoveCameraToPos(f32 posangle, f32 rotangle, f32 range, f32 height1, f32 height2, s32 padnum);
void playerStartCutscene2(void);
void playerSetFadeColour(s32 r, s32 g, s32 b, f32 a);
void playerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
void playerSetFadeFrac(f32 maxfadetime, f32 frac);
bool playerIsFadeComplete(void);
void playerStartChrFade(f32 duration60, f32 targetfrac);
void playerSetHiResEnabled(bool enable);
void playerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
void playerLaunchSlayerRocket(struct weaponobj *rocket);
void playerSetGlobalDrawWorldOffset(s32 room);
void playerSetGlobalDrawCameraOffset(void);
bool playerIsHealthVisible(void);
void playerSetCameraMode(s32 mode);
void playerSetCamPropertiesInBounds(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void playerSetCamPropertiesOutOfBounds(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void playerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void playerClearMemCamRoom(void);
void player_end_cutscene(void);
void player_prepare_move_camera_to_pad(s16 pad_id);
void player_prepare_move_camera_to_preset(struct camerapresetobj *preset, bool hasdir, s32 arg2);
void player_prepare_move_camera_to_pos(f32 posangle, f32 rotangle, f32 range, f32 height1, f32 height2, s32 padnum);
void player_start_cutscene2(void);
void player_set_fade_colour(s32 r, s32 g, s32 b, f32 a);
void player_adjust_fade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
void player_set_fade_frac(f32 maxfadetime, f32 frac);
bool player_is_fade_complete(void);
void player_start_chr_fade(f32 duration60, f32 targetfrac);
void player_set_hi_res_enabled(bool enable);
void player_auto_walk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
void player_launch_slayer_rocket(struct weaponobj *rocket);
void player_set_global_draw_world_offset(s32 room);
void player_set_global_draw_camera_offset(void);
bool player_is_health_visible(void);
void player_set_camera_mode(s32 mode);
void player_set_cam_properties_in_bounds(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void player_set_cam_properties_out_of_bounds(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void player_set_cam_properties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void player_clear_mem_cam_room(void);
#endif
+17 -17
View File
@@ -4,22 +4,22 @@
#include "data.h"
#include "types.h"
void playermgrInit(void);
void playermgrReset(void);
void playermgrAllocatePlayers(s32 count);
void playermgrAllocatePlayer(s32 index);
void playermgrCalculateAiBuddyNums(void);
void setCurrentPlayerNum(s32 playernum);
s32 playermgrGetPlayerNumByProp(struct prop *prop);
void playermgrSetViewSize(s32 viewx, s32 viewy);
void playermgrSetViewPosition(s32 viewleft, s32 viewtop);
void playermgrSetFovY(f32 fovy);
void playermgrSetAspectRatio(f32 aspect);
s32 playermgrGetModelOfWeapon(s32 weapon);
void playermgrDeleteWeapon(s32 hand);
void playermgrCreateWeapon(s32 hand);
void playermgrShuffle(void);
s32 playermgrGetOrderOfPlayer(s32 playernum);
s32 playermgrGetPlayerAtOrder(s32 ordernum);
void playermgr_init(void);
void playermgr_reset(void);
void playermgr_allocate_players(s32 count);
void playermgr_allocate_player(s32 index);
void playermgr_calculate_ai_buddy_nums(void);
void set_current_player_num(s32 playernum);
s32 playermgr_get_player_num_by_prop(struct prop *prop);
void playermgr_set_view_size(s32 viewx, s32 viewy);
void playermgr_set_view_position(s32 viewleft, s32 viewtop);
void playermgr_set_fov_y(f32 fovy);
void playermgr_set_aspect_ratio(f32 aspect);
s32 playermgr_get_model_of_weapon(s32 weapon);
void playermgr_delete_weapon(s32 hand);
void playermgr_create_weapon(s32 hand);
void playermgr_shuffle(void);
s32 playermgr_get_order_of_player(s32 playernum);
s32 playermgr_get_player_at_order(s32 ordernum);
#endif
+6 -6
View File
@@ -4,11 +4,11 @@
#include "data.h"
#include "types.h"
void modelmgrReset(void);
void modelmgrSetLvResetting(bool value);
void modelmgrAllocateSlots(s32 numobjs, s32 numchrs);
bool modelmgrLoadProjectileModeldefs(s32 weaponnum);
void playerInitEyespy(void);
void playerReset(void);
void modelmgr_reset(void);
void modelmgr_set_lv_resetting(bool value);
void modelmgr_allocate_slots(s32 numobjs, s32 numchrs);
bool modelmgr_load_projectile_modeldefs(s32 weaponnum);
void player_init_eyespy(void);
void player_reset(void);
#endif
+6 -6
View File
@@ -4,12 +4,12 @@
#include "data.h"
#include "types.h"
void portalSetXluFrac2(s32 portalnum, f32 frac);
void portalSetXluFrac(s32 portalnum, f32 frac);
f32 portalGetXluFrac2(s32 arg0);
f32 portalGetXluFrac(s32 arg0);
void portal_set_xlu_frac2(s32 portalnum, f32 frac);
void portal_set_xlu_frac(s32 portalnum, f32 frac);
f32 portal_get_xlu_frac2(s32 arg0);
f32 portal_get_xlu_frac(s32 arg0);
void portal0f0b65a8(s32 numportals);
void portalsReset(void);
void acousticReset(void);
void portals_reset(void);
void acoustic_reset(void);
#endif
+1 -1
View File
@@ -4,6 +4,6 @@
#include "data.h"
#include "types.h"
s32 portalConvertCoordinates(s32 portalnum, s32 *start, struct portalthing2 *things);
s32 portal_convert_coordinates(s32 portalnum, s32 *start, struct portalthing2 *things);
#endif
+49 -49
View File
@@ -6,63 +6,63 @@
extern f32 g_AutoAimScale;
void propsTick(void);
void props_tick(void);
void propsStop(void);
void props_stop(void);
void propsSort(void);
void propEnable(struct prop *prop);
void propDisable(struct prop *prop);
struct prop *propAllocate(void);
void propFree(struct prop *prop);
void propActivate(struct prop *prop);
void propActivateThisFrame(struct prop *prop);
void propDelist(struct prop *prop);
void propReparent(struct prop *mover, struct prop *adopter);
void propDetach(struct prop *prop);
Gfx *propRender(Gfx *gdl, struct prop *prop, bool xlupass);
Gfx *propsRender(Gfx *gdl, RoomNum renderroomnum, s32 renderpass, RoomNum *roomnumsbyprop);
void weaponPlayWhooshSound(s32 weaponnum, struct prop *prop);
void props_sort(void);
void prop_enable(struct prop *prop);
void prop_disable(struct prop *prop);
struct prop *prop_allocate(void);
void prop_free(struct prop *prop);
void prop_activate(struct prop *prop);
void prop_activate_this_frame(struct prop *prop);
void prop_delist(struct prop *prop);
void prop_reparent(struct prop *mover, struct prop *adopter);
void prop_detach(struct prop *prop);
Gfx *prop_render(Gfx *gdl, struct prop *prop, bool xlupass);
Gfx *props_render(Gfx *gdl, RoomNum renderroomnum, s32 renderpass, RoomNum *roomnumsbyprop);
void weapon_play_whoosh_sound(s32 weaponnum, struct prop *prop);
void func0f060bac(s32 weaponnum, struct prop *prop);
struct prop *shotCalculateHits(s32 handnum, bool isshooting, struct coord *gunpos2d, struct coord *gundir2d, struct coord *gunpos3d, struct coord *gundir3d, u32 arg6, f32 distance, bool arg8);
struct prop *propFindAimingAt(s32 handnum, bool isshooting, u32 context);
void shotCreate(s32 handnum, bool arg1, bool dorandom, s32 numshots, bool arg4);
void hitCreate(struct shotdata *shotdata, struct prop *prop, f32 hitdistance, s32 hitpart, struct modelnode *bboxnode, struct hitthing *hitthing, s32 arg6, struct modelnode *dlnode, struct model *model, bool slowsbullet, bool bulletproof, struct coord *arg11, struct coord *arg12);
void handInflictMeleeDamage(s32 handnum, struct gset *gset, bool arg2);
void handTickAttack(s32 handnum);
void handsTickAttack(void);
void propExecuteTickOperation(struct prop *prop, s32 op);
struct prop *propFindForInteract(bool eyespy);
void propFindForUplink(void);
bool currentPlayerInteract(bool eyespy);
void propPause(struct prop *prop);
void propUnpause(struct prop *prop);
void propsTickPlayer(bool islastplayer);
void propsTickPadEffects(void);
void propSetPerimEnabled(struct prop *prop, bool enable);
void propsTestForPickup(void);
struct prop *shot_calculate_hits(s32 handnum, bool isshooting, struct coord *gunpos2d, struct coord *gundir2d, struct coord *gunpos3d, struct coord *gundir3d, u32 arg6, f32 distance, bool arg8);
struct prop *prop_find_aiming_at(s32 handnum, bool isshooting, u32 context);
void shot_create(s32 handnum, bool arg1, bool dorandom, s32 numshots, bool arg4);
void hit_create(struct shotdata *shotdata, struct prop *prop, f32 hitdistance, s32 hitpart, struct modelnode *bboxnode, struct hitthing *hitthing, s32 arg6, struct modelnode *dlnode, struct model *model, bool slowsbullet, bool bulletproof, struct coord *arg11, struct coord *arg12);
void hand_inflict_melee_damage(s32 handnum, struct gset *gset, bool arg2);
void hand_tick_attack(s32 handnum);
void hands_tick_attack(void);
void prop_execute_tick_operation(struct prop *prop, s32 op);
struct prop *prop_find_for_interact(bool eyespy);
void prop_find_for_uplink(void);
bool current_player_interact(bool eyespy);
void prop_pause(struct prop *prop);
void prop_unpause(struct prop *prop);
void props_tick_player(bool islastplayer);
void props_tick_pad_effects(void);
void prop_set_perim_enabled(struct prop *prop, bool enable);
void props_test_for_pickup(void);
f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f32 *arg4, bool throughobjects, bool cangangsta, s32 arg7);
void farsightChooseTarget(void);
void autoaimTick(void);
u32 propDoorGetCdTypes(struct prop *prop);
bool propIsOfCdType(struct prop *prop, u32 types);
void roomsCopy(RoomNum *srcrooms, RoomNum *dstrooms);
void roomsAppend(RoomNum *newrooms, RoomNum *dstrooms, s32 maxlen);
bool arrayIntersects(RoomNum *a, RoomNum *b);
bool propTryAddToChunk(s16 propnum, s32 chunkindex);
s32 roomAllocatePropListChunk(s32 room, s32 arg1);
void propRegisterRoom(struct prop *prop, RoomNum room);
void propDeregisterRoom(struct prop *prop, RoomNum room);
void propDeregisterRooms(struct prop *prop);
void propRegisterRooms(struct prop *prop);
void farsight_choose_target(void);
void autoaim_tick(void);
u32 prop_door_get_cd_types(struct prop *prop);
bool prop_is_of_cd_type(struct prop *prop, u32 types);
void rooms_copy(RoomNum *srcrooms, RoomNum *dstrooms);
void rooms_append(RoomNum *newrooms, RoomNum *dstrooms, s32 maxlen);
bool array_intersects(RoomNum *a, RoomNum *b);
bool prop_try_add_to_chunk(s16 propnum, s32 chunkindex);
s32 room_allocate_prop_list_chunk(s32 room, s32 arg1);
void prop_register_room(struct prop *prop, RoomNum room);
void prop_deregister_room(struct prop *prop, RoomNum room);
void prop_deregister_rooms(struct prop *prop);
void prop_register_rooms(struct prop *prop);
void func0f065d1c(struct coord *pos, RoomNum *rooms, struct coord *newpos, RoomNum *newrooms, RoomNum *morerooms, u32 arg5);
void func0f065dd8(struct coord *pos, RoomNum *rooms, struct coord *newpos, RoomNum *newrooms);
void func0f065dfc(struct coord *pos, RoomNum *rooms, struct coord *newpos, RoomNum *newrooms, RoomNum *morerooms, u32 arg5);
void func0f065e74(struct coord *pos, RoomNum *rooms, struct coord *newpos, RoomNum *newrooms);
void func0f065e98(struct coord *pos, RoomNum *rooms, struct coord *pos2, RoomNum *rooms2);
void roomGetProps(RoomNum *room, s16 *propnums, s32 len);
void propsDefragRoomProps(void);
void propGetBbox(struct prop *prop, f32 *radius, f32 *ymax, f32 *ymin);
bool propUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
void room_get_props(RoomNum *room, s16 *propnums, s32 len);
void props_defrag_room_props(void);
void prop_get_bbox(struct prop *prop, f32 *radius, f32 *ymax, f32 *ymin);
bool prop_update_geometry(struct prop *prop, u8 **start, u8 **end);
#endif
+275 -275
View File
@@ -15,43 +15,43 @@ extern f32 g_AutogunDamageTxScale;
extern f32 g_AutogunDamageRxScale;
extern struct beam *g_ThrownLaptopBeams;
void alarmActivate(void);
void alarmDeactivate(void);
bool alarmIsActive(void);
f32 countdownTimerGetValue60(void);
bool countdownTimerIsVisible(void);
bool countdownTimerIsRunning(void);
void countdownTimerSetRunning(bool running);
void countdownTimerSetValue60(f32 value);
void countdownTimerSetVisible(u32 reason, bool visible);
void countdownTimerTick(void);
bool doorCallLift(struct prop *doorprop, bool allowclose);
bool doorIsPadlockFree(struct doorobj *door);
bool objCanPickupFromSafe(struct defaultobj *obj);
void objUpdateLinkedScenery(struct defaultobj *obj, struct prop *prop);
f32 objGetLocalXMin(struct modelrodata_bbox *bbox);
f32 objGetLocalXMax(struct modelrodata_bbox *bbox);
f32 objGetLocalYMin(struct modelrodata_bbox *bbox);
f32 objGetLocalYMax(struct modelrodata_bbox *bbox);
f32 objGetLocalZMin(struct modelrodata_bbox *bbox);
f32 objGetLocalZMax(struct modelrodata_bbox *bbox);
f32 objGetRotatedLocalXMinByMtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 objGetRotatedLocalXMaxByMtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 objGetRotatedLocalYMinByMtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 objGetRotatedLocalYMaxByMtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 objGetRotatedLocalZMinByMtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 objGetRotatedLocalZMaxByMtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 objGetRotatedLocalXMinByMtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 objGetRotatedLocalXMaxByMtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 objGetRotatedLocalYMinByMtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 objGetRotatedLocalYMaxByMtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 objGetRotatedLocalZMinByMtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 objGetRotatedLocalZMaxByMtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 objGetRotatedLocalMin(struct modelrodata_bbox *bbox, f32 arg1, f32 arg2, f32 arg3);
f32 objGetRotatedLocalMax(struct modelrodata_bbox *bbox, f32 arg1, f32 arg2, f32 arg3);
s32 objCalculateGeoBlockVertices(f32 xmin, f32 xmax, f32 ymin, f32 ymax, f32 zmin, f32 zmax, Mtxf *mtx, struct geoblock *block);
void objCalculateGeoBlockFromBboxAndMtx(struct modelrodata_bbox *bbox, Mtxf *mtx, struct geoblock *block);
void objCalculateGeoBlockFromNode19Data(struct modelrodata_type19 *rodata19, struct modelrodata_bbox *bbox, Mtxf *mtx, struct geoblock *block);
void alarm_activate(void);
void alarm_deactivate(void);
bool alarm_is_active(void);
f32 countdown_timer_get_value60(void);
bool countdown_timer_is_visible(void);
bool countdown_timer_is_running(void);
void countdown_timer_set_running(bool running);
void countdown_timer_set_value60(f32 value);
void countdown_timer_set_visible(u32 reason, bool visible);
void countdown_timer_tick(void);
bool door_call_lift(struct prop *doorprop, bool allowclose);
bool door_is_padlock_free(struct doorobj *door);
bool obj_can_pickup_from_safe(struct defaultobj *obj);
void obj_update_linked_scenery(struct defaultobj *obj, struct prop *prop);
f32 obj_get_local_x_min(struct modelrodata_bbox *bbox);
f32 obj_get_local_x_max(struct modelrodata_bbox *bbox);
f32 obj_get_local_y_min(struct modelrodata_bbox *bbox);
f32 obj_get_local_y_max(struct modelrodata_bbox *bbox);
f32 obj_get_local_z_min(struct modelrodata_bbox *bbox);
f32 obj_get_local_z_max(struct modelrodata_bbox *bbox);
f32 obj_get_rotated_local_x_min_by_mtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 obj_get_rotated_local_x_max_by_mtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 obj_get_rotated_local_y_min_by_mtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 obj_get_rotated_local_y_max_by_mtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 obj_get_rotated_local_z_min_by_mtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 obj_get_rotated_local_z_max_by_mtx4(struct modelrodata_bbox *bbox, Mtxf *mtx);
f32 obj_get_rotated_local_x_min_by_mtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 obj_get_rotated_local_x_max_by_mtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 obj_get_rotated_local_y_min_by_mtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 obj_get_rotated_local_y_max_by_mtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 obj_get_rotated_local_z_min_by_mtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 obj_get_rotated_local_z_max_by_mtx3(struct modelrodata_bbox *bbox, f32 realrot[3][3]);
f32 obj_get_rotated_local_min(struct modelrodata_bbox *bbox, f32 arg1, f32 arg2, f32 arg3);
f32 obj_get_rotated_local_max(struct modelrodata_bbox *bbox, f32 arg1, f32 arg2, f32 arg3);
s32 obj_calculate_geo_block_vertices(f32 xmin, f32 xmax, f32 ymin, f32 ymax, f32 zmin, f32 zmax, Mtxf *mtx, struct geoblock *block);
void obj_calculate_geo_block_from_bbox_and_mtx(struct modelrodata_bbox *bbox, Mtxf *mtx, struct geoblock *block);
void obj_calculate_geo_block_from_node19_data(struct modelrodata_type19 *rodata19, struct modelrodata_bbox *bbox, Mtxf *mtx, struct geoblock *block);
bool func0f0675c8(struct coord *pos, f32 arg1, struct modelrodata_bbox *bbox, Mtxf *mtx);
bool func0f0677ac(struct coord *coord, struct coord *arg1, struct coord *pos, struct coord *normal, struct coord *up, struct coord *look, f32 xmin, f32 xmax, f32 ymin, f32 ymax, f32 zmin, f32 zmax);
bool func0f0678f8(struct coord *coord, struct coord *arg1, s32 padnum);
@@ -59,295 +59,295 @@ bool func0f06797c(struct coord *coord, f32 arg1, s32 padnum);
bool func0f0679ac(struct model *model, f32 *max, f32 *min, f32 arg3[2], f32 arg4[2]);
void func0f067bc4(struct model *model, f32 *max, f32 *min, s32 axis);
void func0f067d88(struct model *model, f32 *arg1, f32 *arg2, f32 *arg3, f32 *arg4);
bool modelGetScreenCoords2(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1);
bool modelGetScreenCoords(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1);
bool model_get_screen_coords2(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1);
bool model_get_screen_coords(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1);
void func0f06803c(struct coord *arg0, f32 *arg1, f32 *arg2, f32 *arg3, f32 *arg4);
struct defaultobj *objFindByPadNum(s32 padnum);
struct defaultobj *objFindByPos(struct coord *pos, RoomNum *rooms);
void projectileFree(struct projectile *projectile);
void projectilesUnrefOwner(struct prop *owner);
void projectileReset(struct projectile *projectile);
struct projectile *projectileAllocate(void);
struct defaultobj *obj_find_by_pad_num(s32 padnum);
struct defaultobj *obj_find_by_pos(struct coord *pos, RoomNum *rooms);
void projectile_free(struct projectile *projectile);
void projectiles_unref_owner(struct prop *owner);
void projectile_reset(struct projectile *projectile);
struct projectile *projectile_allocate(void);
void func0f0685e4(struct prop *prop);
void projectileSetSticky(struct prop *prop);
void embedmentFree(struct embedment *embedment);
struct embedment *embedmentAllocate(void);
s32 objGetShotsTaken(struct defaultobj *obj);
s32 objGetDestroyedLevel(struct defaultobj *obj);
void projectile_set_sticky(struct prop *prop);
void embedment_free(struct embedment *embedment);
struct embedment *embedment_allocate(void);
s32 obj_get_shots_taken(struct defaultobj *obj);
s32 obj_get_destroyed_level(struct defaultobj *obj);
struct modelnode *func0f0687e4(struct model *model);
struct modelnode *modeldefFindBboxNode(struct modeldef *modeldef);
struct modelrodata_bbox *modeldefFindBboxRodata(struct modeldef *modeldef);
struct modelnode *modelFindBboxNode(struct model *model);
struct modelrodata_bbox *modelFindBboxRodata(struct model *model);
struct modelnode *objFindBboxNode(struct defaultobj *obj);
struct modelrodata_bbox *objFindBboxRodata(struct defaultobj *obj);
s32 objGetAverageBrightnessInRooms(RoomNum *rooms, s32 arg1);
struct modelnode *modeldef_find_bbox_node(struct modeldef *modeldef);
struct modelrodata_bbox *modeldef_find_bbox_rodata(struct modeldef *modeldef);
struct modelnode *model_find_bbox_node(struct model *model);
struct modelrodata_bbox *model_find_bbox_rodata(struct model *model);
struct modelnode *obj_find_bbox_node(struct defaultobj *obj);
struct modelrodata_bbox *obj_find_bbox_rodata(struct defaultobj *obj);
s32 obj_get_average_brightness_in_rooms(RoomNum *rooms, s32 arg1);
s32 door0f068c04(struct prop *prop, s32 *arg1, s32 *arg2);
s32 func0f068fc8(struct prop *prop, bool arg1);
void propCalculateShadeColour(struct prop *prop, u8 *nextcol, u16 floorcol);
void propCalculateShadeInfo(struct prop *prop, u8 *nextcol, u16 floorcol);
void colourTween(u8 *col, u8 *nextcol);
void objMergeColourFracs(s32 *colour, s32 shademode, f32 fracs[4]);
void prop_calculate_shade_colour(struct prop *prop, u8 *nextcol, u16 floorcol);
void prop_calculate_shade_info(struct prop *prop, u8 *nextcol, u16 floorcol);
void colour_tween(u8 *col, u8 *nextcol);
void obj_merge_colour_fracs(s32 *colour, s32 shademode, f32 fracs[4]);
void func0f069850(struct defaultobj *obj, struct coord *pos, f32 rot[3][3], struct geocyl *cyl);
void func0f069b4c(struct defaultobj *obj);
void func0f069c1c(struct defaultobj *obj);
void func0f069c70(struct defaultobj *obj, bool arg1, bool arg2);
void objInitToggleNodes(struct defaultobj *obj);
void objCreateOneDebris(struct defaultobj *obj, s32 partindex, struct prop *prop);
void objCreateDebris(struct defaultobj *obj, struct prop *prop);
struct prop *objInit(struct defaultobj *obj, struct modeldef *modeldef, struct prop *prop, struct model *model);
struct prop *objInitWithModelDef(struct defaultobj *obj, struct modeldef *modeldef);
struct prop *objInitWithAutoModel(struct defaultobj *obj);
void obj_init_toggle_nodes(struct defaultobj *obj);
void obj_create_one_debris(struct defaultobj *obj, s32 partindex, struct prop *prop);
void obj_create_debris(struct defaultobj *obj, struct prop *prop);
struct prop *obj_init(struct defaultobj *obj, struct modeldef *modeldef, struct prop *prop, struct model *model);
struct prop *obj_init_with_model_def(struct defaultobj *obj, struct modeldef *modeldef);
struct prop *obj_init_with_auto_model(struct defaultobj *obj);
void func0f06a580(struct defaultobj *obj, struct coord *pos, Mtxf *matrix, RoomNum *rooms);
f32 func0f06a620(struct defaultobj *obj);
void func0f06a730(struct defaultobj *obj, struct coord *arg1, Mtxf *matrix, RoomNum *rooms, struct coord *arg4);
void func0f06ab60(struct defaultobj *obj, struct coord *arg1, Mtxf *matrix, RoomNum *rooms, struct coord *arg4);
void objFreeProjectile(struct defaultobj *obj);
void objFreeEmbedmentOrProjectile(struct prop *prop);
void objFree(struct defaultobj *obj, bool freeprop, bool canregen);
void objFreePermanently(struct defaultobj *obj, bool freeprop);
f32 objGetRadius(struct defaultobj *obj);
void obj_free_projectile(struct defaultobj *obj);
void obj_free_embedment_or_projectile(struct prop *prop);
void obj_free(struct defaultobj *obj, bool freeprop, bool canregen);
void obj_free_permanently(struct defaultobj *obj, bool freeprop);
f32 obj_get_radius(struct defaultobj *obj);
bool func0f06b39c(struct coord *pos, struct coord *dir, struct coord *aimpos, f32 arg3);
bool func0f06b488(struct prop *prop, struct coord *arg1, struct coord *arg2, struct coord *arg3, struct coord *arg4, struct coord *arg5, f32 *arg6);
bool func0f06b610(struct defaultobj *obj, struct coord *arg1, struct coord *arg2, struct coord *arg3, f32 arg4, struct coord *arg5, struct coord *arg6, struct coord *arg7, struct coord *arg8, f32 *arg9);
bool func0f06bea0(struct model *model, struct modelnode *arg1, struct modelnode *arg2, struct coord *arg3, struct coord *arg4, void *arg5, f32 *arg6, struct modelnode **arg7, s32 *hitpart, s32 *arg9, struct modelnode **arg10);
bool func0f06c28c(struct chrdata *chr, struct coord *arg1, struct coord *arg2, struct coord *arg3, f32 arg4, struct coord *arg5, struct coord *arg6, struct coord *arg7, struct coord *arg8, f32 *arg9);
bool projectileFindCollidingProp(struct prop *prop, struct coord *pos, struct coord *arg2, u32 cdtypes, struct coord *arg4, struct coord *arg5, RoomNum *rooms);
bool projectile_find_colliding_prop(struct prop *prop, struct coord *pos, struct coord *arg2, u32 cdtypes, struct coord *arg4, struct coord *arg5, RoomNum *rooms);
s32 func0f06cd00(struct defaultobj *obj, struct coord *pos, struct coord *arg2, struct coord *arg3);
bool func0f06d37c(struct defaultobj *obj, struct coord *arg1, struct coord *arg2, struct coord *arg3);
void applySpeed(f32 *distdone, f32 maxdist, f32 *speed, f32 accel, f32 decel, f32 maxspeed);
void applyRotation(f32 *angle, f32 maxrot, f32 *speed, f32 accel, f32 decel, f32 maxspeed);
void projectileFall(struct defaultobj *obj, f32 mtx[3][3]);
void knifePlayWooshSound(struct defaultobj *obj);
void apply_speed(f32 *distdone, f32 maxdist, f32 *speed, f32 accel, f32 decel, f32 maxspeed);
void apply_rotation(f32 *angle, f32 maxrot, f32 *speed, f32 accel, f32 decel, f32 maxspeed);
void projectile_fall(struct defaultobj *obj, f32 mtx[3][3]);
void knife_play_woosh_sound(struct defaultobj *obj);
void func0f06e9cc(struct coord *arg0, Mtxf *arg1);
void objLand2(struct defaultobj *obj, struct coord *arg1, struct coord *arg2);
void boltLand(struct weaponobj *weapon, struct coord *arg1);
void knifeLand(struct defaultobj *obj, struct coord *arg1, struct coord *arg2);
bool objEmbed(struct prop *prop, struct prop *parent, struct model *model, struct modelnode *node);
void objLand(struct prop *prop, struct coord *arg1, struct coord *arg2, bool *embedded);
bool propExplode(struct prop *prop, s32 explosiontype);
void ammocrateTick(struct prop *ammocrate);
void weaponTick(struct prop *weapon);
void obj_land2(struct defaultobj *obj, struct coord *arg1, struct coord *arg2);
void bolt_land(struct weaponobj *weapon, struct coord *arg1);
void knife_land(struct defaultobj *obj, struct coord *arg1, struct coord *arg2);
bool obj_embed(struct prop *prop, struct prop *parent, struct model *model, struct modelnode *node);
void obj_land(struct prop *prop, struct coord *arg1, struct coord *arg2, bool *embedded);
bool prop_explode(struct prop *prop, s32 explosiontype);
void ammocrate_tick(struct prop *ammocrate);
void weapon_tick(struct prop *weapon);
void func0f07063c(struct prop *prop, bool fulltick);
void objDropRecursively(struct prop *prop, bool arg1);
void obj_drop_recursively(struct prop *prop, bool arg1);
void func0f0706f8(struct prop *prop, bool fulltick);
void func0f07079c(struct prop *prop, bool fulltick);
s32 glassCalculateOpacity(struct coord *pos, f32 xludist, f32 opadist, f32 arg3);
s32 glass_calculate_opacity(struct coord *pos, f32 xludist, f32 opadist, f32 arg3);
void func0f070a1c(struct modelrodata_bbox *bbox, f32 realrot[3][3], struct coord *pos, struct coord *vertices);
void func0f070bd0(struct modelrodata_type19 *rodata, f32 realrot[3][3], struct coord *pos, struct coord *vertices);
void func0f070ca0(struct defaultobj *obj, struct geotilef *tile, u32 flags, struct modelrodata_bbox *bbox, struct modelrodata_type19 *rodata);
void liftActivate(struct prop *prop, u8 liftnum);
struct prop *liftFindByPad(s16 padnum);
f32 liftGetY(struct liftobj *lift);
void liftUpdateTiles(struct liftobj *lift, bool stationary);
void liftGoToStop(struct liftobj *lift, s32 stopnum);
f32 objGetHovBobOffsetY(struct defaultobj *obj);
void hovUpdateGround(struct defaultobj *obj, struct hov *hov, struct coord *pos, RoomNum *rooms, f32 matrix[3][3]);
void hovTick(struct defaultobj *obj, struct hov *hov);
s32 objIsHoverpropOrBike(struct defaultobj *obj);
f32 hoverpropGetTurnAngle(struct defaultobj *obj);
void hoverpropSetTurnAngle(struct defaultobj *obj, f32 angle);
void lift_activate(struct prop *prop, u8 liftnum);
struct prop *lift_find_by_pad(s16 padnum);
f32 lift_get_y(struct liftobj *lift);
void lift_update_tiles(struct liftobj *lift, bool stationary);
void lift_go_to_stop(struct liftobj *lift, s32 stopnum);
f32 obj_get_hov_bob_offset_y(struct defaultobj *obj);
void hov_update_ground(struct defaultobj *obj, struct hov *hov, struct coord *pos, RoomNum *rooms, f32 matrix[3][3]);
void hov_tick(struct defaultobj *obj, struct hov *hov);
s32 obj_is_hoverprop_or_bike(struct defaultobj *obj);
f32 hoverprop_get_turn_angle(struct defaultobj *obj);
void hoverprop_set_turn_angle(struct defaultobj *obj, f32 angle);
s32 func0f072144(struct defaultobj *obj, struct coord *arg1, f32 arg2, bool arg3);
void hovercarFindNextPath(struct hovercarobj *hovercar);
void hovercarStartNextPath(struct hovercarobj *hovercar);
void hovercarIncrementStep(struct hovercarobj *hovercar);
f32 objCollide(struct defaultobj *obj, struct coord *arg1, f32 arg2);
void hoverbikeUpdateMovement(struct hoverbikeobj *hoverbike, f32 arg1, f32 arg2, f32 arg3);
void platformDisplaceProps2(struct prop *platform, Mtxf *arg1);
bool rocketTickFbw(struct weaponobj *rocket);
s32 projectileLaunch(struct defaultobj *obj, struct projectile *projectile, struct coord *arg2, struct coord *arg3);
s32 projectileTick(struct defaultobj *obj, bool *embedded);
void doorTick(struct prop *doorprop);
void doorUpdatePortalIfWindowed(struct prop *door, s32 playercount);
void doorInitMatrices(struct prop *door);
void platformDisplaceProps(struct prop *platform, s16 *propnums, struct coord *prevpos, struct coord *newpos);
void liftTick(struct prop *lift);
void escastepTick(struct prop *escalator);
void cctvTick(struct prop *camera);
void cctvInitMatrices(struct prop *cctv, Mtxf *mtx);
void fanTick(struct prop *fan);
void fanUpdateModel(struct prop *fan);
void autogunTick(struct prop *autogun);
void autogunInitMatrices(struct prop *autogun, Mtxf *mtx);
void autogunTickShoot(struct prop *autogun);
void chopperInitMatrices(struct prop *chopper);
struct chopperobj *chopperFromHovercar(struct chopperobj *obj);
bool chopperCheckTargetInFov(struct chopperobj *hovercar, u8 param_2);
bool chopperCheckTargetInSight(struct chopperobj *obj);
void chopperSetTarget(struct chopperobj *obj, u32 chrnum);
bool chopperAttack(struct chopperobj *obj);
bool chopperStop(struct chopperobj *obj);
bool chopperSetArmed(struct chopperobj *obj, bool armed);
void chopperRestartTimer(struct chopperobj *obj);
f32 chopperGetTimer(struct chopperobj *heli);
void chopperSetMaxDamage(struct chopperobj *obj, u16 health);
void hovercar_find_next_path(struct hovercarobj *hovercar);
void hovercar_start_next_path(struct hovercarobj *hovercar);
void hovercar_increment_step(struct hovercarobj *hovercar);
f32 obj_collide(struct defaultobj *obj, struct coord *arg1, f32 arg2);
void hoverbike_update_movement(struct hoverbikeobj *hoverbike, f32 arg1, f32 arg2, f32 arg3);
void platform_displace_props2(struct prop *platform, Mtxf *arg1);
bool rocket_tick_fbw(struct weaponobj *rocket);
s32 projectile_launch(struct defaultobj *obj, struct projectile *projectile, struct coord *arg2, struct coord *arg3);
s32 projectile_tick(struct defaultobj *obj, bool *embedded);
void door_tick(struct prop *doorprop);
void door_update_portal_if_windowed(struct prop *door, s32 playercount);
void door_init_matrices(struct prop *door);
void platform_displace_props(struct prop *platform, s16 *propnums, struct coord *prevpos, struct coord *newpos);
void lift_tick(struct prop *lift);
void escastep_tick(struct prop *escalator);
void cctv_tick(struct prop *camera);
void cctv_init_matrices(struct prop *cctv, Mtxf *mtx);
void fan_tick(struct prop *fan);
void fan_update_model(struct prop *fan);
void autogun_tick(struct prop *autogun);
void autogun_init_matrices(struct prop *autogun, Mtxf *mtx);
void autogun_tick_shoot(struct prop *autogun);
void chopper_init_matrices(struct prop *chopper);
struct chopperobj *chopper_from_hovercar(struct chopperobj *obj);
bool chopper_check_target_in_fov(struct chopperobj *hovercar, u8 param_2);
bool chopper_check_target_in_sight(struct chopperobj *obj);
void chopper_set_target(struct chopperobj *obj, u32 chrnum);
bool chopper_attack(struct chopperobj *obj);
bool chopper_stop(struct chopperobj *obj);
bool chopper_set_armed(struct chopperobj *obj, bool armed);
void chopper_restart_timer(struct chopperobj *obj);
f32 chopper_get_timer(struct chopperobj *heli);
void chopper_set_max_damage(struct chopperobj *obj, u16 health);
f32 func0f07b164(struct coord *pos1, struct coord *pos2, struct coord *pos3, struct coord *result);
void chopperFireRocket(struct chopperobj *chopper, bool side);
void chopperIncrementBarrel(struct prop *prop, bool firing);
void chopperIncrementMovement(struct prop *prop, f32 goalroty, f32 goalrotx, struct coord *dir, bool firing);
void chopperTickFall(struct prop *chopper);
void chopperTickIdle(struct prop *chopper);
void chopperTickPatrol(struct prop *chopper);
void chopperTickCombat(struct prop *chopper);
void hovercarTick(struct prop *hovercar);
void hoverpropTick(struct prop *hoverprop, bool arg1);
void hoverbikeTick(struct prop *hoverbike, bool arg1);
void dropshipUpdateInterior(struct prop *prop);
void glassUpdatePortal(struct prop *glass, s32 playercount, bool *arg2);
void weaponInitMatrices(struct prop *weapon);
void hangingmonitorInitMatrices(struct prop *hangingmonitors);
void objInitMatrices(struct prop *prop);
bool propCanRegen(struct prop *prop);
u32 objTick(struct prop *prop);
s32 objTickPlayer(struct prop *prop);
Gfx *propsRenderBeams(Gfx *gdl);
void tvscreenSetCmdlist(struct tvscreen *screen, u32 *cmdlist);
void tvscreenSetImageByNum(struct tvscreen *screen, s32 imagenum);
void tvscreenSetTexture(struct tvscreen *screen, s32 texturenum);
Gfx *tvscreenRender(struct model *model, struct modelnode *node, struct tvscreen *screen, Gfx *gdl, s32 arg4, s32 arg5);
void objRenderProp(struct prop *prop, struct modelrenderdata *renderdata, bool xlupass);
Gfx *gfxRenderRadialShadow(Gfx *gdl, f32 x, f32 y, f32 z, f32 angle, f32 radius, u32 colour);
Gfx *objRenderShadow(struct defaultobj *obj, Gfx *gdl);
Gfx *objRender(struct prop *prop, Gfx *gdl, bool xlupass);
bool modelIsNodeNotTvscreen(struct modeldef *modeldef, struct modelnode *node);
void objDeform(struct defaultobj *obj, s32 level);
void objBounce(struct defaultobj *obj, struct coord *gundir2d);
void objSetDropped(struct prop *prop, u32 droptype);
void objApplyMomentum(struct defaultobj *obj, struct coord *speed, f32 rotation, bool addspeed, bool addrotation);
void piracyRestore(void);
void chopper_fire_rocket(struct chopperobj *chopper, bool side);
void chopper_increment_barrel(struct prop *prop, bool firing);
void chopper_increment_movement(struct prop *prop, f32 goalroty, f32 goalrotx, struct coord *dir, bool firing);
void chopper_tick_fall(struct prop *chopper);
void chopper_tick_idle(struct prop *chopper);
void chopper_tick_patrol(struct prop *chopper);
void chopper_tick_combat(struct prop *chopper);
void hovercar_tick(struct prop *hovercar);
void hoverprop_tick(struct prop *hoverprop, bool arg1);
void hoverbike_tick(struct prop *hoverbike, bool arg1);
void dropship_update_interior(struct prop *prop);
void glass_update_portal(struct prop *glass, s32 playercount, bool *arg2);
void weapon_init_matrices(struct prop *weapon);
void hangingmonitor_init_matrices(struct prop *hangingmonitors);
void obj_init_matrices(struct prop *prop);
bool prop_can_regen(struct prop *prop);
u32 obj_tick(struct prop *prop);
s32 obj_tick_player(struct prop *prop);
Gfx *props_render_beams(Gfx *gdl);
void tvscreen_set_cmdlist(struct tvscreen *screen, u32 *cmdlist);
void tvscreen_set_image_by_num(struct tvscreen *screen, s32 imagenum);
void tvscreen_set_texture(struct tvscreen *screen, s32 texturenum);
Gfx *tvscreen_render(struct model *model, struct modelnode *node, struct tvscreen *screen, Gfx *gdl, s32 arg4, s32 arg5);
void obj_render_prop(struct prop *prop, struct modelrenderdata *renderdata, bool xlupass);
Gfx *gfx_render_radial_shadow(Gfx *gdl, f32 x, f32 y, f32 z, f32 angle, f32 radius, u32 colour);
Gfx *obj_render_shadow(struct defaultobj *obj, Gfx *gdl);
Gfx *obj_render(struct prop *prop, Gfx *gdl, bool xlupass);
bool model_is_node_not_tvscreen(struct modeldef *modeldef, struct modelnode *node);
void obj_deform(struct defaultobj *obj, s32 level);
void obj_bounce(struct defaultobj *obj, struct coord *gundir2d);
void obj_set_dropped(struct prop *prop, u32 droptype);
void obj_apply_momentum(struct defaultobj *obj, struct coord *speed, f32 rotation, bool addspeed, bool addrotation);
void piracy_restore(void);
void func0f082e84(struct defaultobj *obj, struct coord *pos, struct coord *dir, struct coord *tween, bool addrotation);
void objDetach(struct prop *prop);
bool objDrop(struct prop *prop, bool lazy);
void objFall(struct defaultobj *obj, s32 playernum);
void objDestroySupportedObjects(struct prop *prop, s32 playernum);
void objCheckDestroyed(struct defaultobj *obj, struct coord *pos, s32 playernum);
void obj_detach(struct prop *prop);
bool obj_drop(struct prop *prop, bool lazy);
void obj_fall(struct defaultobj *obj, s32 playernum);
void obj_destroy_supported_objects(struct prop *prop, s32 playernum);
void obj_check_destroyed(struct defaultobj *obj, struct coord *pos, s32 playernum);
bool func0f084594(struct model *model, struct modelnode *node, struct coord *arg2, struct coord *arg3, struct hitthing *arg4, s32 *arg5, struct modelnode **arg6);
bool func0f0849dc(struct model *model, struct modelnode *nodearg, struct coord *arg2, struct coord *arg3, struct hitthing *hitthing, s32 *dstmtxindex, struct modelnode **dstnode);
u32 add43214321(u32 value);
void glassDestroy(struct defaultobj *obj);
void doorDestroyGlass(struct doorobj *door);
void cctvHandleLensShot(struct defaultobj *obj);
void glass_destroy(struct defaultobj *obj);
void door_destroy_glass(struct doorobj *door);
void cctv_handle_lens_shot(struct defaultobj *obj);
void func0f085050(struct prop *prop, f32 damage, struct coord *pos, s32 arg3, s32 playernum);
bool func0f085194(struct defaultobj *obj);
bool objIsMortal(struct defaultobj *obj);
void objTakeGunfire(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum);
void objDamage(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum);
bool obj_is_mortal(struct defaultobj *obj);
void obj_take_gunfire(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum);
void obj_damage(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum);
void func0f0859a0(struct prop *prop, struct shotdata *shotdata);
void objTestHit(struct prop *prop, struct shotdata *shotdata);
void objHit(struct shotdata *shotdata, struct hit *hit);
u32 propobjGetCiTagId(struct prop *prop);
bool objIsHealthy(struct defaultobj *obj);
bool objTestForInteract(struct prop *prop);
bool currentPlayerTryMountHoverbike(struct prop *prop);
bool propobjInteract(struct prop *prop);
void objSetPerimEnabled(struct prop *prop, bool enable);
bool objUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
void objGetBbox(struct prop *prop, f32 *radius, f32 *ymax, f32 *ymin);
void ammotypeGetPickedUpText(char *dst);
void ammotypeGetDeterminer(char *dst, s32 ammotype, s32 qty);
void ammotypeGetPickupName(char *dst, s32 ammotype, s32 qty);
void ammotypePlayPickupSound(u32 ammotype);
s32 propPlayPickupSound(struct prop *prop, s32 weapon);
void weaponPlayPickupSound(s32 weaponnum);
void ammotypeGetPickupMessage(char *dst, s32 ammotype, s32 qty);
void currentPlayerQueuePickupAmmoHudmsg(s32 ammotype, s32 pickupqty);
void ammoHandlePickup(s32 ammotype, s32 quantity, bool withsound, bool withhudmsg);
s32 ammocrateGetPickupAmmoQty(struct ammocrateobj *crate);
s32 weaponGetPickupAmmoQty(struct weaponobj *weapon);
void weaponGetPickupText(char *buffer, s32 weaponnum, bool dual);
void currentPlayerQueuePickupWeaponHudmsg(u32 weaponnum, bool dual);
s32 propPickupByPlayer(struct prop *prop, bool showhudmsg);
s32 objTestForPickup(struct prop *prop);
void obj_test_hit(struct prop *prop, struct shotdata *shotdata);
void obj_hit(struct shotdata *shotdata, struct hit *hit);
u32 propobj_get_ci_tag_id(struct prop *prop);
bool obj_is_healthy(struct defaultobj *obj);
bool obj_test_for_interact(struct prop *prop);
bool current_player_try_mount_hoverbike(struct prop *prop);
bool propobj_interact(struct prop *prop);
void obj_set_perim_enabled(struct prop *prop, bool enable);
bool obj_update_geometry(struct prop *prop, u8 **start, u8 **end);
void obj_get_bbox(struct prop *prop, f32 *radius, f32 *ymax, f32 *ymin);
void ammotype_get_picked_up_text(char *dst);
void ammotype_get_determiner(char *dst, s32 ammotype, s32 qty);
void ammotype_get_pickup_name(char *dst, s32 ammotype, s32 qty);
void ammotype_play_pickup_sound(u32 ammotype);
s32 prop_play_pickup_sound(struct prop *prop, s32 weapon);
void weapon_play_pickup_sound(s32 weaponnum);
void ammotype_get_pickup_message(char *dst, s32 ammotype, s32 qty);
void current_player_queue_pickup_ammo_hudmsg(s32 ammotype, s32 pickupqty);
void ammo_handle_pickup(s32 ammotype, s32 quantity, bool withsound, bool withhudmsg);
s32 ammocrate_get_pickup_ammo_qty(struct ammocrateobj *crate);
s32 weapon_get_pickup_ammo_qty(struct weaponobj *weapon);
void weapon_get_pickup_text(char *buffer, s32 weaponnum, bool dual);
void current_player_queue_pickup_weapon_hudmsg(u32 weaponnum, bool dual);
s32 prop_pickup_by_player(struct prop *prop, bool showhudmsg);
s32 obj_test_for_pickup(struct prop *prop);
bool func0f0899dc(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3);
void modelFreeVertices(s32 vtxstoretype, struct model *model);
struct prop *hatApplyToChr(struct hatobj *hat, struct chrdata *chr, struct modeldef *modeldef, struct prop *prop, struct model *model);
void hatLoadAndApplyToChr(struct hatobj *hat, struct chrdata *chr);
void hatAssignToChr(struct hatobj *hat, struct chrdata *chr);
struct prop *hatCreateForChr(struct chrdata *chr, s32 modelnum, u32 flags);
struct weaponobj *weaponCreate(bool musthaveprop, bool musthavemodel, struct modeldef *modeldef);
struct hatobj *hatCreate(bool musthaveprop, bool musthavemodel, struct modeldef *modeldef);
struct ammocrateobj *ammocrateAllocate(void);
struct defaultobj *debrisAllocate(void);
void playerActivateRemoteMineDetonator(s32 playernum);
struct weaponobj *weaponFindChildByWeaponNum(s32 weaponnum, struct prop *prop);
struct weaponobj *weaponFindLanded(s32 weaponnum);
void weaponRegisterProxy(struct weaponobj *weapon);
void weaponUnregisterProxy(struct weaponobj *weapon);
void coordTriggerProxies(struct coord *pos, bool arg1);
void chrsTriggerProxies(void);
void propweaponSetDual(struct weaponobj *weapon1, struct weaponobj *weapon2);
void model_free_vertices(s32 vtxstoretype, struct model *model);
struct prop *hat_apply_to_chr(struct hatobj *hat, struct chrdata *chr, struct modeldef *modeldef, struct prop *prop, struct model *model);
void hat_load_and_apply_to_chr(struct hatobj *hat, struct chrdata *chr);
void hat_assign_to_chr(struct hatobj *hat, struct chrdata *chr);
struct prop *hat_create_for_chr(struct chrdata *chr, s32 modelnum, u32 flags);
struct weaponobj *weapon_create(bool musthaveprop, bool musthavemodel, struct modeldef *modeldef);
struct hatobj *hat_create(bool musthaveprop, bool musthavemodel, struct modeldef *modeldef);
struct ammocrateobj *ammocrate_allocate(void);
struct defaultobj *debris_allocate(void);
void player_activate_remote_mine_detonator(s32 playernum);
struct weaponobj *weapon_find_child_by_weapon_num(s32 weaponnum, struct prop *prop);
struct weaponobj *weapon_find_landed(s32 weaponnum);
void weapon_register_proxy(struct weaponobj *weapon);
void weapon_unregister_proxy(struct weaponobj *weapon);
void coord_trigger_proxies(struct coord *pos, bool arg1);
void chrs_trigger_proxies(void);
void propweapon_set_dual(struct weaponobj *weapon1, struct weaponobj *weapon2);
struct prop *func0f08adc8(struct weaponobj *weapon, struct modeldef *modeldef, struct prop *prop, struct model *model);
struct prop *func0f08ae0c(struct weaponobj *weapon, struct modeldef *modeldef);
bool chrEquipWeapon(struct weaponobj *weapon, struct chrdata *chr);
bool chr_equip_weapon(struct weaponobj *weapon, struct chrdata *chr);
struct prop *func0f08b108(struct weaponobj *weapon, struct chrdata *chr, struct modeldef *modeldef, 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 *weaponCreateProjectileFromGset(s32 modelnum, struct gset *gset, struct chrdata *chr);
struct weaponobj *weaponCreateProjectileFromWeaponNum(s32 modelnum, s32 weaponnum, struct chrdata *chr);
void weaponDeleteFromChr(struct chrdata *chr, s32 hand);
struct prop *weaponCreateForChr(struct chrdata *chr, s32 modelnum, s32 weaponnum, u32 flags, struct weaponobj *obj, struct modeldef *modeldef);
struct prop *chrGiveWeapon(struct chrdata *chr, s32 model, s32 weaponnum, u32 flags);
s32 weaponTestForPickup(struct prop *prop);
void weaponSetGunfireVisible(struct prop *prop, bool visible, RoomNum room);
bool weaponIsGunfireVisible(struct prop *prop);
s32 hatGetType(struct prop *prop);
bool doorIsUnlocked(struct prop *playerprop, struct prop *doorprop);
bool doorIsPosInRange(struct doorobj *door, struct coord *pos, f32 arg2, bool isbike);
bool doorIsObjInRange(struct doorobj *door, struct defaultobj *obj, bool isbike);
bool vectorIsInFrontOfDoor(struct doorobj *door, struct coord *vector);
bool doorIsRangeEmpty(struct doorobj *door);
void doorsCheckAutomatic(void);
struct autogunobj *laptop_deploy(s32 modelnum, struct gset *gset, struct chrdata *chr);
struct weaponobj *weapon_create_projectile_from_gset(s32 modelnum, struct gset *gset, struct chrdata *chr);
struct weaponobj *weapon_create_projectile_from_weapon_num(s32 modelnum, s32 weaponnum, struct chrdata *chr);
void weapon_delete_from_chr(struct chrdata *chr, s32 hand);
struct prop *weapon_create_for_chr(struct chrdata *chr, s32 modelnum, s32 weaponnum, u32 flags, struct weaponobj *obj, struct modeldef *modeldef);
struct prop *chr_give_weapon(struct chrdata *chr, s32 model, s32 weaponnum, u32 flags);
s32 weapon_test_for_pickup(struct prop *prop);
void weapon_set_gunfire_visible(struct prop *prop, bool visible, RoomNum room);
bool weapon_is_gunfire_visible(struct prop *prop);
s32 hat_get_type(struct prop *prop);
bool door_is_unlocked(struct prop *playerprop, struct prop *doorprop);
bool door_is_pos_in_range(struct doorobj *door, struct coord *pos, f32 arg2, bool isbike);
bool door_is_obj_in_range(struct doorobj *door, struct defaultobj *obj, bool isbike);
bool vector_is_in_front_of_door(struct doorobj *door, struct coord *vector);
bool door_is_range_empty(struct doorobj *door);
void doors_check_automatic(void);
void func0f08c424(struct doorobj *door, Mtxf *matrix);
void doorGetBbox(struct doorobj *door, struct modelrodata_bbox *dst);
void doorUpdateTiles(struct doorobj *door);
void door_get_bbox(struct doorobj *door, struct modelrodata_bbox *dst);
void door_update_tiles(struct doorobj *door);
void door0f08cb20(struct doorobj *door, Vtx *src, Vtx *dst, s32 numvertices);
void func0f08d3dc(struct doorobj *door);
void func0f08d460(struct doorobj *door);
void doorActivatePortal(struct doorobj *door);
void doorDeactivatePortal(struct doorobj *door);
struct prop *doorInit(struct doorobj *door, struct coord *pos, Mtxf *mtx, RoomNum *rooms, struct coord *coord, struct coord *centre);
void doorPlayOpeningSound(s32 soundtype, struct prop *prop);
void doorPlayClosingSound(s32 soundtype, struct prop *prop);
void doorPlayOpenedSound(s32 soundtype, struct prop *prop);
void doorPlayClosedSound(s32 soundtype, struct prop *prop);
void doorStartOpen(struct doorobj *door);
void doorStartClose(struct doorobj *door);
u32 decodeXorAaaaaaaa(u32 value);
void doorFinishOpen(struct doorobj *door);
void doorFinishClose(struct doorobj *door);
void doorSetMode(struct doorobj *door, s32 newmode);
void doorsRequestMode(struct doorobj *door, s32 newmode);
s32 doorIsClosed(struct doorobj *door);
s32 doorIsOpen(struct doorobj *door);
void door_activate_portal(struct doorobj *door);
void door_deactivate_portal(struct doorobj *door);
struct prop *door_init(struct doorobj *door, struct coord *pos, Mtxf *mtx, RoomNum *rooms, struct coord *coord, struct coord *centre);
void door_play_opening_sound(s32 soundtype, struct prop *prop);
void door_play_closing_sound(s32 soundtype, struct prop *prop);
void door_play_opened_sound(s32 soundtype, struct prop *prop);
void door_play_closed_sound(s32 soundtype, struct prop *prop);
void door_start_open(struct doorobj *door);
void door_start_close(struct doorobj *door);
u32 decode_xor_aaaaaaaa(u32 value);
void door_finish_open(struct doorobj *door);
void door_finish_close(struct doorobj *door);
void door_set_mode(struct doorobj *door, s32 newmode);
void doors_request_mode(struct doorobj *door, s32 newmode);
s32 door_is_closed(struct doorobj *door);
s32 door_is_open(struct doorobj *door);
s32 func0f08e5a8(RoomNum *rooms, struct screenbox *box);
f32 objCalculateFadeDistOpacityFrac(struct prop *prop, f32 modelscale);
bool posIsInObjFadeDistance(struct coord *coord, f32 modelscale);
f32 obj_calculate_fade_dist_opacity_frac(struct prop *prop, f32 modelscale);
bool pos_is_in_obj_fade_distance(struct coord *coord, f32 modelscale);
bool func0f08e8ac(struct prop *prop, struct coord *pos, f32 arg2, bool arg3);
bool posIsInDrawDistance(struct coord *arg);
void doorCreateSparks(struct doorobj *door);
bool doorCalcIntendedFrac(struct doorobj *door);
void doorsCalcFrac(struct doorobj *door);
bool pos_is_in_draw_distance(struct coord *arg);
void door_create_sparks(struct doorobj *door);
bool door_calc_intended_frac(struct doorobj *door);
void doors_calc_frac(struct doorobj *door);
f32 func0f08f538(f32 x, f32 y);
void door0f08f604(struct doorobj *door, f32 *arg1, f32 *arg2, f32 *arg3, f32 *arg4, bool altcoordsystem);
bool func0f08f968(struct doorobj *door, bool altcoordsystem);
bool doorTestForInteract(struct prop *prop);
void doorsActivate(struct prop *prop, bool allowliftclose);
bool posIsInFrontOfDoor(struct coord *pos, struct doorobj *door);
void doorsChooseSwingDirection(struct prop *chrprop, struct doorobj *door);
bool propdoorInteract(struct prop *doorprop);
void alarmStopAudio(void);
void gasReleaseFromPos(struct coord *pos);
void gasStopAudio(void);
bool gasIsActive(void);
void gasTick(void);
Gfx *countdownTimerRender(Gfx *gdl);
void projectilesDebug(void);
void alarmTick(void);
bool door_test_for_interact(struct prop *prop);
void doors_activate(struct prop *prop, bool allowliftclose);
bool pos_is_in_front_of_door(struct coord *pos, struct doorobj *door);
void doors_choose_swing_direction(struct prop *chrprop, struct doorobj *door);
bool propdoor_interact(struct prop *doorprop);
void alarm_stop_audio(void);
void gas_release_from_pos(struct coord *pos);
void gas_stop_audio(void);
bool gas_is_active(void);
void gas_tick(void);
Gfx *countdown_timer_render(Gfx *gdl);
void projectiles_debug(void);
void alarm_tick(void);
void func0f091030(void);
void currentPlayerDropAllItems(void);
void weaponCreateForPlayerDrop(s32 weaponnum);
void projectileCreate(struct prop *fromprop, struct fireslotthing *arg1, struct coord *pos, struct coord *direction, u8 weaponnum, struct prop *targetprop);
void objSetModelPartVisible(struct defaultobj *obj, s32 partnum, bool visible);
void current_player_drop_all_items(void);
void weapon_create_for_player_drop(s32 weaponnum);
void projectile_create(struct prop *fromprop, struct fireslotthing *arg1, struct coord *pos, struct coord *direction, u8 weaponnum, struct prop *targetprop);
void obj_set_model_part_visible(struct defaultobj *obj, s32 partnum, bool visible);
#endif
+1 -1
View File
@@ -4,6 +4,6 @@
#include "data.h"
#include "types.h"
void objsStop(void);
void objs_stop(void);
#endif
+28 -28
View File
@@ -4,35 +4,35 @@
#include "data.h"
#include "types.h"
void psReset(void);
void ps_reset(void);
void psStop(void);
void ps_stop(void);
bool psPropHasSoundWithContext(struct prop *prop, s32 type);
void psStopSound(struct prop *prop, s32 type, u16 flags);
s32 psCalculateVolumeFromDistance(f32 playerdist, f32 dist1, f32 dist2, f32 dist3, s32 fullvolume);
s32 psGetVolume(s32 channelnum);
void psCreateIfNotDupe(struct prop *prop, s16 soundnum, s32 type);
void psStopChannel(s32 channelnum);
void psPrintChannel(struct pschannel *channel);
s32 psGetSubtitleOpacity(s32 channelnum);
void psTickChannel(s32 channelnum);
void psTick(void);
void psSetPitch(struct prop *prop, f32 targetpitch, s32 changespeed);
void psSetVolume(struct prop *prop, s32 vol);
void psStopOneShootChannel(struct prop *prop);
s16 psCreate(struct pschannel *channel, struct prop *prop, s16 soundnum, s16 padnum, s32 vol, u16 flags, u16 flags2, s32 type, struct coord *pos, f32 pitch, RoomNum *rooms, s32 room, f32 dist1, f32 dist2, f32 dist3);
s32 psPlayFromProp(s32 channelnum, s16 soundnum, s32 vol, struct prop *prop, s16 type, u16 flags);
void psMuteChannel(s32 channelnum);
bool psIsChannelFree(s32 channelnum);
void psModify(s32 channelnum, s32 arg1, s16 padnum, struct prop *prop, s32 volchangetimer60, s32 dist2, s32 dist3, u16 flags);
s32 psCalculateVol(struct coord *pos, f32 arg1, f32 arg2, f32 arg3, RoomNum *rooms, s16 soundnum, s32 arg6, f32 *arg7);
s32 psCalculatePan3(s32 degrees, f32 arg1, struct pschannel *channel);
s32 psCalculatePan2(struct coord *pos, s32 arg1, f32 arg2, struct pschannel *channel);
s32 psCalculatePan(struct coord *pos, f32 dist1, f32 dist2, f32 dist3, f32 playerdist, bool arg5, struct pschannel *channel);
void psGetTheoreticalVolPan(struct coord *pos, RoomNum *rooms, s16 soundnum, s32 *vol, s32 *pan);
void psApplyVolPan(struct sndstate *handle, struct coord *pos, f32 dist1, f32 dist2, f32 dist3, RoomNum *rooms, s16 soundnum, s32 arg7, f32 *distanceptr);
s32 psGetRandomSparkSound(void);
s32 psGetDuration60(s32 channelnum);
bool ps_prop_has_sound_with_context(struct prop *prop, s32 type);
void ps_stop_sound(struct prop *prop, s32 type, u16 flags);
s32 ps_calculate_volume_from_distance(f32 playerdist, f32 dist1, f32 dist2, f32 dist3, s32 fullvolume);
s32 ps_get_volume(s32 channelnum);
void ps_create_if_not_dupe(struct prop *prop, s16 soundnum, s32 type);
void ps_stop_channel(s32 channelnum);
void ps_print_channel(struct pschannel *channel);
s32 ps_get_subtitle_opacity(s32 channelnum);
void ps_tick_channel(s32 channelnum);
void ps_tick(void);
void ps_set_pitch(struct prop *prop, f32 targetpitch, s32 changespeed);
void ps_set_volume(struct prop *prop, s32 vol);
void ps_stop_one_shoot_channel(struct prop *prop);
s16 ps_create(struct pschannel *channel, struct prop *prop, s16 soundnum, s16 padnum, s32 vol, u16 flags, u16 flags2, s32 type, struct coord *pos, f32 pitch, RoomNum *rooms, s32 room, f32 dist1, f32 dist2, f32 dist3);
s32 ps_play_from_prop(s32 channelnum, s16 soundnum, s32 vol, struct prop *prop, s16 type, u16 flags);
void ps_mute_channel(s32 channelnum);
bool ps_is_channel_free(s32 channelnum);
void ps_modify(s32 channelnum, s32 arg1, s16 padnum, struct prop *prop, s32 volchangetimer60, s32 dist2, s32 dist3, u16 flags);
s32 ps_calculate_vol(struct coord *pos, f32 arg1, f32 arg2, f32 arg3, RoomNum *rooms, s16 soundnum, s32 arg6, f32 *arg7);
s32 ps_calculate_pan3(s32 degrees, f32 arg1, struct pschannel *channel);
s32 ps_calculate_pan2(struct coord *pos, s32 arg1, f32 arg2, struct pschannel *channel);
s32 ps_calculate_pan(struct coord *pos, f32 dist1, f32 dist2, f32 dist3, f32 playerdist, bool arg5, struct pschannel *channel);
void ps_get_theoretical_vol_pan(struct coord *pos, RoomNum *rooms, s16 soundnum, s32 *vol, s32 *pan);
void ps_apply_vol_pan(struct sndstate *handle, struct coord *pos, f32 dist1, f32 dist2, f32 dist3, RoomNum *rooms, s16 soundnum, s32 arg7, f32 *distanceptr);
s32 ps_get_random_spark_sound(void);
s32 ps_get_duration60(s32 channelnum);
#endif
+4 -4
View File
@@ -5,12 +5,12 @@
#include "types.h"
void quaternion0f096ca0(struct coord *arg0, f32 quat[4]);
void quaternionToMtx(f32 arg0[4], Mtxf *arg1);
void quaternion_to_mtx(f32 arg0[4], Mtxf *arg1);
void quaternion0f097044(Mtxf *matrix, f32 arg1[4]);
void quaternionToTransformMtx(struct coord *pos, f32 rot[4], Mtxf *matrix);
void quaternionSlerp(f32 q1[4], f32 q2[4], f32 t, f32 result[4]);
void quaternion_to_transform_mtx(struct coord *pos, f32 rot[4], Mtxf *matrix);
void quaternion_slerp(f32 q1[4], f32 q2[4], f32 t, f32 result[4]);
void quaternion0f097518(f32 q[4], f32 t, f32 result[4]);
void quaternion0f0976c0(f32 q1[4], f32 q2[4]);
void quaternionMultQuaternion(f32 a[4], f32 b[4], f32 result[4]);
void quaternion_mult_quaternion(f32 a[4], f32 b[4], f32 result[4]);
#endif
+7 -7
View File
@@ -4,14 +4,14 @@
#include "data.h"
#include "types.h"
void racesInit(void);
void races_init(void);
u16 raceGetAnimSumAngleAsInt(s16 animnum, s32 frame, s32 endframe);
s32 raceGetAnimSumForwardAsInt(s16 animnum, s32 startframe, s32 endframe);
s32 raceInitAnimGroup(struct attackanimconfig *configs);
void raceInitAnimGroups(struct attackanimgroup **groups);
s32 raceCountAnims(struct animtablerow *rows);
u16 race_get_anim_sum_angle_as_int(s16 animnum, s32 frame, s32 endframe);
s32 race_get_anim_sum_forward_as_int(s16 animnum, s32 startframe, s32 endframe);
s32 race_init_anim_group(struct attackanimconfig *configs);
void race_init_anim_groups(struct attackanimgroup **groups);
s32 race_count_anims(struct animtablerow *rows);
f32 race0f0005c0(s16 animnum);
void raceInitAnims(void);
void race_init_anims(void);
#endif
+5 -5
View File
@@ -4,10 +4,10 @@
#include "data.h"
#include "types.h"
Gfx *radarRenderBackground(Gfx *gdl, struct textureconfig *tconfig, s32 arg2, s32 arg3, s32 arg4);
s32 radarGetTeamIndex(s32 team);
Gfx *radarDrawDot(Gfx *gdl, struct prop *prop, struct coord *dist, u32 colour1, u32 colour2, bool swapcolours);
Gfx *radarRender(Gfx *gdl);
Gfx *radarRenderRTrackedProps(Gfx *gdl);
Gfx *radar_render_background(Gfx *gdl, struct textureconfig *tconfig, s32 arg2, s32 arg3, s32 arg4);
s32 radar_get_team_index(s32 team);
Gfx *radar_draw_dot(Gfx *gdl, struct prop *prop, struct coord *dist, u32 colour1, u32 colour2, bool swapcolours);
Gfx *radar_render(Gfx *gdl);
Gfx *radar_render_r_tracked_props(Gfx *gdl);
#endif
+12 -12
View File
@@ -4,19 +4,19 @@
#include "data.h"
#include "types.h"
void roomsReset(void);
void rooms_reset(void);
void roomsTick(void);
void rooms_tick(void);
void roomSetLastForOffset(s32 room);
void roomLinkMtx(s32 index, s32 roomnum);
void roomUnlinkMtx(s32 index, s32 roomnum);
void roomFreeMtx(s32 index);
s32 roomAllocateMtx(void);
void roomPopulateMtx(Mtxf *matrix, s32 roomnum);
s32 roomTouchMtx(s32 roomnum);
Gfx *roomApplyMtx(Gfx *gdl, s32 roomnum);
struct coord *roomGetPosPtr(s32 room);
void roomGetPos(s32 room, struct coord *pos);
void room_set_last_for_offset(s32 room);
void room_link_mtx(s32 index, s32 roomnum);
void room_unlink_mtx(s32 index, s32 roomnum);
void room_free_mtx(s32 index);
s32 room_allocate_mtx(void);
void room_populate_mtx(Mtxf *matrix, s32 roomnum);
s32 room_touch_mtx(s32 roomnum);
Gfx *room_apply_mtx(Gfx *gdl, s32 roomnum);
struct coord *room_get_pos_ptr(s32 room);
void room_get_pos(s32 room, struct coord *pos);
#endif
+9 -9
View File
@@ -10,20 +10,20 @@ Gfx *func0f0d479c(Gfx *gdl);
Gfx *func0f0d49c8(Gfx *gdl);
Gfx *func0f0d4a3c(Gfx *gdl, s32 arg1);
Gfx *func0f0d4c80(Gfx *gdl);
Gfx *menugfxDrawPlane(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2, s32 type);
void savebufferOr(struct savebuffer *buffer, u32 arg1, s32 arg2);
void savebufferWriteBits(struct savebuffer *buffer, u32 value, s32 numbits, u8 *dst);
u32 savebufferReadBits(struct savebuffer *buffer, s32 offset);
void savebufferClear(struct savebuffer *buffer);
Gfx *menugfx_draw_plane(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, u32 colour1, u32 colour2, s32 type);
void savebuffer_or(struct savebuffer *buffer, u32 arg1, s32 arg2);
void savebuffer_write_bits(struct savebuffer *buffer, u32 value, s32 numbits, u8 *dst);
u32 savebuffer_read_bits(struct savebuffer *buffer, s32 offset);
void savebuffer_clear(struct savebuffer *buffer);
void func0f0d5484(struct savebuffer *buffer, u8 *data, u8 len);
void func0f0d54c4(struct savebuffer *buffer);
void savebufferReadString(struct savebuffer *buffer, char *dst, bool addlinebreak);
void savebuffer_read_string(struct savebuffer *buffer, char *dst, bool addlinebreak);
void func0f0d55a4(struct savebuffer *buffer, char *src);
void func0f0d564c(u8 *data, char *dst, bool addlinebreak);
void func0f0d5690(u8 *dst, char *buffer);
void savebufferWriteGuid(struct savebuffer *buffer, struct fileguid *guid);
void savebufferReadGuid(struct savebuffer *buffer, struct fileguid *guid);
void formatTime(char *dst, s32 time60, s32 precision);
void savebuffer_write_guid(struct savebuffer *buffer, struct fileguid *guid);
void savebuffer_read_guid(struct savebuffer *buffer, struct fileguid *guid);
void format_time(char *dst, s32 time60, s32 precision);
void func0f0d5a7c(void);
#endif
+29 -29
View File
@@ -4,35 +4,35 @@
#include "data.h"
#include "types.h"
void setupPreparePads(void);
void setupLoadWaypoints(void);
void setupPrepareCover(void);
void setup_prepare_pads(void);
void setup_load_waypoints(void);
void setup_prepare_cover(void);
void propsReset(void);
void setupCreateLiftDoor(struct linkliftdoorobj *link);
void setupCreatePadlockedDoor(struct padlockeddoorobj *link);
void setupCreateSafeItem(struct safeitemobj *link);
void setupCreateConditionalScenery(struct linksceneryobj *link);
void setupCreateBlockedPath(struct blockedpathobj *link);
void setupReset0f00cc8c(void);
void setupResetProxyMines(void);
s32 setupCountCommandType(u32 type);
void setupCreateObject(struct defaultobj *obj, s32 cmdindex);
void setupPlaceWeapon(struct weaponobj *weapon, s32 cmdindex);
void setupCreateHat(struct hatobj *hat, s32 cmdindex);
void setupCreateKey(struct keyobj *key, s32 cmdindex);
void setupCreateMine(struct mineobj *mine, s32 cmdindex);
void setupCreateCctv(struct cctvobj *camera, s32 cmdindex);
void setupCreateAutogun(struct autogunobj *autogun, s32 cmdindex);
void setupCreateHangingMonitors(struct hangingmonitorsobj *monitors, s32 cmdindex);
void setupCreateSingleMonitor(struct singlemonitorobj *monitor, s32 cmdindex);
void setupCreateMultiMonitor(struct multimonitorobj *monitor, s32 cmdindex);
s32 setupGetPortalByPad(s32 padnum);
s32 setupGetPortalByDoorPad(s32 padnum);
void setupCreateDoor(struct doorobj *door, s32 cmdindex);
void setupCreateHov(struct defaultobj *obj, struct hov *hov);
void setupLoadBriefing(s32 stagenum, u8 *buffer, s32 bufferlen, struct briefing *briefing);
void setupLoadFiles(s32 stagenum);
void setupCreateProps(s32 stagenum);
void props_reset(void);
void setup_create_lift_door(struct linkliftdoorobj *link);
void setup_create_padlocked_door(struct padlockeddoorobj *link);
void setup_create_safe_item(struct safeitemobj *link);
void setup_create_conditional_scenery(struct linksceneryobj *link);
void setup_create_blocked_path(struct blockedpathobj *link);
void setup_reset_0f00cc8c(void);
void setup_reset_proxy_mines(void);
s32 setup_count_command_type(u32 type);
void setup_create_object(struct defaultobj *obj, s32 cmdindex);
void setup_place_weapon(struct weaponobj *weapon, s32 cmdindex);
void setup_create_hat(struct hatobj *hat, s32 cmdindex);
void setup_create_key(struct keyobj *key, s32 cmdindex);
void setup_create_mine(struct mineobj *mine, s32 cmdindex);
void setup_create_cctv(struct cctvobj *camera, s32 cmdindex);
void setup_create_autogun(struct autogunobj *autogun, s32 cmdindex);
void setup_create_hanging_monitors(struct hangingmonitorsobj *monitors, s32 cmdindex);
void setup_create_single_monitor(struct singlemonitorobj *monitor, s32 cmdindex);
void setup_create_multi_monitor(struct multimonitorobj *monitor, s32 cmdindex);
s32 setup_get_portal_by_pad(s32 padnum);
s32 setup_get_portal_by_door_pad(s32 padnum);
void setup_create_door(struct doorobj *door, s32 cmdindex);
void setup_create_hov(struct defaultobj *obj, struct hov *hov);
void setup_load_briefing(s32 stagenum, u8 *buffer, s32 bufferlen, struct briefing *briefing);
void setup_load_files(s32 stagenum);
void setup_create_props(s32 stagenum);
#endif
+8 -8
View File
@@ -4,16 +4,16 @@
#include "data.h"
#include "types.h"
u32 setupGetCmdLength(u32 *cmd);
u32 *setupGetCmdByIndex(s32 cmdindex);
s32 setupGetCmdIndexByTag(struct tag *tag);
u32 setupGetCmdIndexByProp(struct prop *prop);
bool setupLoadModeldef(s32 modelnum);
bool setupGetObjBbox(struct defaultobj *obj, struct coord *pos, f32 realrot[3][3], struct coord *arg3, struct coord *arg4);
u32 setup_get_cmd_length(u32 *cmd);
u32 *setup_get_cmd_by_index(s32 cmdindex);
s32 setup_get_cmd_index_by_tag(struct tag *tag);
u32 setup_get_cmd_index_by_prop(struct prop *prop);
bool setup_load_modeldef(s32 modelnum);
bool setup_get_obj_bbox(struct defaultobj *obj, struct coord *pos, f32 realrot[3][3], struct coord *arg3, struct coord *arg4);
bool setup0f092304(struct defaultobj *obj, struct coord *arg1, struct coord *arg2);
void setup0f09233c(struct defaultobj *obj, struct coord *pos, f32 realrot[3][3], RoomNum *rooms);
void setup0f0923d4(struct defaultobj *obj);
struct defaultobj *setupGetObjByCmdIndex(u32 cmdindex);
struct defaultobj *setupFindObjForReuse(s32 type, struct defaultobj **arg1, struct defaultobj **arg2, bool musthaveprop, bool musthavemodel, struct modeldef *modeldef);
struct defaultobj *setup_get_obj_by_cmd_index(u32 cmdindex);
struct defaultobj *setup_find_obj_for_reuse(s32 type, struct defaultobj **arg1, struct defaultobj **arg2, bool musthaveprop, bool musthavemodel, struct modeldef *modeldef);
#endif
+5 -5
View File
@@ -4,10 +4,10 @@
#include "data.h"
#include "types.h"
void shardsCreate(struct coord *pos, f32 *rotx, f32 *roty, f32 *rotz, f32 xmin, f32 xmax, f32 ymin, f32 ymax, s32 type, struct prop *prop);
void shardsReset(void);
Gfx *shardsRender(Gfx *gdl);
void shardsStop(void);
void shardsTick(void);
void shards_create(struct coord *pos, f32 *rotx, f32 *roty, f32 *rotz, f32 xmin, f32 xmax, f32 ymin, f32 ymax, s32 type, struct prop *prop);
void shards_reset(void);
Gfx *shards_render(Gfx *gdl);
void shards_stop(void);
void shards_tick(void);
#endif
+19 -19
View File
@@ -4,25 +4,25 @@
#include "data.h"
#include "types.h"
bool sightIsPropFriendly(struct prop *prop);
bool sightCanTargetProp(struct prop *prop, s32 max);
bool sightIsReactiveToProp(struct prop *prop);
s32 sightFindFreeTargetIndex(s32 max);
bool sight_is_prop_friendly(struct prop *prop);
bool sight_can_target_prop(struct prop *prop, s32 max);
bool sight_is_reactive_to_prop(struct prop *prop);
s32 sight_find_free_target_index(s32 max);
void func0f0d7364(void);
void sightTick(bool sighton);
s32 sightCalculateBoxBound(s32 arg0, s32 arg1, s32 arg2, s32 arg3);
Gfx *sightDrawTargetBox(Gfx *gdl, struct trackedprop *trackedprop, s32 textid, s32 time);
Gfx *sightDrawAimer(Gfx *gdl, s32 x, s32 y, s32 radius, s32 cornergap, u32 colour);
Gfx *sightDrawDelayedAimer(Gfx *gdl, s32 x, s32 y, s32 radius, s32 cornergap, u32 colour);
Gfx *sightDrawDefault(Gfx *gdl, bool sighton);
Gfx *sightDrawClassic(Gfx *gdl, bool sighton);
Gfx *sightDrawType2(Gfx *gdl, bool sighton);
Gfx *sightDrawSkedarTriangle(Gfx *gdl, s32 x, s32 y, s32 dir, u32 colour);
Gfx *sightDrawSkedar(Gfx *gdl, bool sighton);
Gfx *sightDrawZoom(Gfx *gdl, bool sighton);
Gfx *sightDrawMaian(Gfx *gdl, bool sighton);
Gfx *sightDrawTarget(Gfx *gdl);
bool sightHasTargetWhileAiming(s32 sight);
Gfx *sightDraw(Gfx *gdl, bool sighton, s32 sight);
void sight_tick(bool sighton);
s32 sight_calculate_box_bound(s32 arg0, s32 arg1, s32 arg2, s32 arg3);
Gfx *sight_draw_target_box(Gfx *gdl, struct trackedprop *trackedprop, s32 textid, s32 time);
Gfx *sight_draw_aimer(Gfx *gdl, s32 x, s32 y, s32 radius, s32 cornergap, u32 colour);
Gfx *sight_draw_delayed_aimer(Gfx *gdl, s32 x, s32 y, s32 radius, s32 cornergap, u32 colour);
Gfx *sight_draw_default(Gfx *gdl, bool sighton);
Gfx *sight_draw_classic(Gfx *gdl, bool sighton);
Gfx *sight_draw_type2(Gfx *gdl, bool sighton);
Gfx *sight_draw_skedar_triangle(Gfx *gdl, s32 x, s32 y, s32 dir, u32 colour);
Gfx *sight_draw_skedar(Gfx *gdl, bool sighton);
Gfx *sight_draw_zoom(Gfx *gdl, bool sighton);
Gfx *sight_draw_maian(Gfx *gdl, bool sighton);
Gfx *sight_draw_target(Gfx *gdl);
bool sight_has_target_while_aiming(s32 sight);
Gfx *sight_draw(Gfx *gdl, bool sighton, s32 sight);
#endif

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