#ifndef _IN_GAME_BONDVIEW_H #define _IN_GAME_BONDVIEW_H #include #include "data.h" #include "types.h" Gfx *bviewRenderIrRect(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2); Gfx *bviewRenderLensRect(Gfx *gdl, u8 *fb, s32 top, s32 arg3, s32 arg4, f32 arg5, s32 left, s32 width); Gfx *bviewRenderFisheyeRect(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 *bviewRenderMotionBlur(Gfx *gdl, u32 colour, u32 alpha); Gfx *bviewRenderStatic(Gfx *gdl, u32 arg1, s32 arg2); Gfx *bviewRenderSlayerRocketLens(Gfx *gdl, u32 arg1, u32 arg2); Gfx *bviewRenderFilmLens(Gfx *gdl, u32 colour, u32 alpha); Gfx *bviewRenderZoomBlur(Gfx *gdl, u32 colour, s32 alpha, f32 arg3, f32 arg4); f32 bview0f142d74(s32 arg0, f32 arg1, f32 arg2, f32 arg3); Gfx *bviewRenderFisheye(Gfx *gdl, s32 arg1, u32 arg2, u32 arg3, u32 arg4, u32 arg5); Gfx *bviewRenderEyespySideRect(Gfx *gdl, s32 *points, u8 r, u8 g, u8 b, u8 alpha); Gfx *bviewRenderEyespyDecorations(Gfx *gdl); Gfx *bviewRenderNvLens(Gfx *gdl); Gfx *bviewRenderIrLens(Gfx *gdl); Gfx *bviewRenderRarePresents(Gfx *gdl); Gfx *bviewRenderHorizonScanner(Gfx *gdl); Gfx *bviewRenderIrBinoculars(Gfx *gdl); void bviewSetBlur(u32 bluramount); void bviewClearBlur(void); Gfx *bviewRenderNvBinoculars(Gfx *gdl); #endif