#ifndef IN_GAME_PROP_H #define IN_GAME_PROP_H #include #include "data.h" #include "types.h" extern f32 g_AutoAimScale; 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 withalpha); Gfx *propsRender(Gfx *gdl, s16 renderroomnum, s32 renderpass, s16 *roomnumsbyprop); void weaponPlayWhooshSound(s32 weaponnum, struct prop *prop); void func0f060bac(s32 weaponnum, struct prop *prop); struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struct coord *arg3, struct coord *gunpos, struct coord *dir, u32 arg6, f32 arg7, bool arg8); struct prop *func0f061d54(s32 handnum, u32 arg1, u32 arg2); void handCreateBulletRaycast(s32 handnum, bool arg1, bool dorandom, s32 arg3, bool arg4); void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 hitpart, struct modelnode *node, struct hitthing *hitthing, s32 arg6, struct modelnode *arg7, struct model *model, bool arg9, s32 arg10, struct coord *arg11, struct coord *arg12); void handInflictCloseRangeDamage(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(u32 islastplayer); void propsTickPadEffects(void); void propSetPerimEnabled(struct prop *prop, bool enable); void propsTestForPickup(void); f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f32 *arg4, s32 arg5, bool cangangsta, s32 arg7); void farsightChooseTarget(void); void autoaimTick(void); u32 propDoorGetCdTypes(struct prop *prop); bool propIsOfCdType(struct prop *prop, u32 types); void roomsCopy(s16 *srcrooms, s16 *dstrooms); void roomsAppend(s16 *newrooms, s16 *dstrooms, s32 maxlen); bool arrayIntersects(s16 *a, s16 *b); bool propTryAddToChunk(s16 propnum, s32 chunkindex); s32 roomAllocatePropListChunk(s32 room, s32 arg1); void propRegisterRoom(struct prop *prop, s16 room); void propDeregisterRoom(struct prop *prop, s16 room); void propDeregisterRooms(struct prop *prop); void propRegisterRooms(struct prop *prop); void func0f065d1c(struct coord *pos, s16 *rooms, struct coord *newpos, s16 *newrooms, s16 *morerooms, u32 arg5); void func0f065dd8(struct coord *pos, s16 *rooms, struct coord *newpos, s16 *newrooms); void func0f065dfc(struct coord *pos, s16 *rooms, struct coord *newpos, s16 *newrooms, s16 *morerooms, u32 arg5); void func0f065e74(struct coord *pos, s16 *rooms, struct coord *newpos, s16 *newrooms); void func0f065e98(struct coord *pos, s16 *rooms, struct coord *pos2, s16 *rooms2); void roomGetProps(s16 *room, s16 *propnums, s32 len); void propsDefragRoomProps(void); void propGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin); bool propUpdateGeometry(struct prop *prop, u8 **start, u8 **end); #endif