#ifndef IN_GAME_BONDMOVE_H #define IN_GAME_BONDMOVE_H #include #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); s32 bmove0f0c8598(void); void bmoveResetMoveData(struct movedata *data); void bmoveProcessInput(s32 arg0, s32 arg1, s32 arg2, s32 arg3); void bmove0f0cb79c(struct player *player, struct coord *arg1, s16 *rooms); void bmove0f0cb89c(struct player *player, s16 *rooms); void bmove0f0cb8c4(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 arg0, bool arg1, bool arg2, bool arg3); void bmoveUpdateVerta(void); void bmove0f0cc19c(struct coord *arg); void bmoveUpdateHead(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); #endif