#ifndef _IN_GAME_PLAYER_H #define _IN_GAME_PLAYER_H #include #include "data.h" #include "types.h" f32 playerChooseSpawnLocation(f32 chrwidth, struct coord *dstpos, s16 *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads); f32 playerChooseGeneralSpawnLocation(f32 chrwidth, struct coord *pos, s16 *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 player0f0b9538(void); void playerTickMpSwirl(void); void playerExecutePreparedWarp(void); void playerStartCutscene(s16 anim_id); void playerReorientForCutsceneStop(u32 arg0); 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); 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 player0f0bd358(void); void playerUpdateShake(void); void playerTickTeleport(f32 *arg0); void playerConfigureVi(void); void playerTick(bool arg0); void player0f0bfc7c(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 player0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms); void player0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom); void player0f0c1bd8(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 *width, 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 withalpha); Gfx *playerLoadMatrix(Gfx *gdl); void player0f0c3320(Mtxf *matrices, s32 count); void playerSetTickMode(s32 tickmode); void playerBeginGeFadeIn(void); void playersBeginMpSwirl(void); void player0f0b9a20(void); void playerEndCutscene(void); void playerPrepareWarpToPad(s16 pad_id); void playerPrepareWarpType2(struct var8009ddec *cmd, s32 arg1, s32 arg2); void playerPrepareWarpType3(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5); 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 playerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room); void playerSetCamPropertiesWithoutRoom(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); #endif