#ifndef IN_GAME_BONDMOVE_H #define IN_GAME_BONDMOVE_H #include #include "types.h" void currentPlayerSetControlDef(u32 controldef); void currentPlayerSetAutoMoveCentreEnabled(bool enabled); void currentPlayerSetAutoAimY(bool enabled); bool currentPlayerIsAutoAimYEnabled(void); u32 func0f0c7a8c(void); bool currentPlayerIsInSightAimMode(void); void currentPlayerUpdateAutoAimYProp(struct prop *prop, f32 autoaimy); void currentPlayerSetAutoAimX(bool enabled); bool currentPlayerIsAutoAimXEnabled(void); u32 func0f0c7bd0(void); void currentPlayerUpdateAutoAimXProp(struct prop *prop, f32 autoaimx); struct prop *currentPlayerGetHoverbike(void); struct prop *currentPlayerGetGrabbedProp(void); void currentPlayerGrabProp(struct prop *prop); void currentPlayerSetMoveMode(u32 movemode); void setMoveModeForAllPlayers(u32 movemode); void func0f0c7f2c(void); void func0f0c7f98(void); void func0f0c8004(void); f32 func0f0c805c(f32 value); void currentPlayerUpdateSpeedVerta(f32 value); f32 func0f0c82f8(f32 value); void currentPlayerUpdateSpeedThetaControl(f32 value); u32 func0f0c8598(void); u32 func0f0c8aa8(void); void func0f0c8b90(bool arg0, bool arg1, bool arg2, bool arg3); void func0f0cb79c(struct player *player, struct coord *arg1, s16 *rooms); void func0f0cb89c(struct player *player, s16 *rooms); void func0f0cb8c4(struct player *player); void func0f0cb904(struct coord *coord); void func0f0cba88(f32 *a, f32 *b, struct coord *c, f32 mult1, f32 mult2); void currentPlayerUpdateMoveInitSpeed(struct coord *newpos); void currentPlayerUpdateFootsteps(bool arg0, bool arg1, bool arg2, bool arg3); void func0f0cbf50(void); void func0f0cc19c(struct coord *arg); u32 func0f0cc3b8(void); u32 func0f0cc654(void); s32 currentPlayerGetCrouchPos(void); s32 playerGetCrouchPos(s32 playernum); #endif