#ifndef _IN_GAME_GAME_097BA0_H #define _IN_GAME_GAME_097BA0_H #include #include "data.h" #include "types.h" void func0f097ba0(s32 handnum, s32 weaponnum); s32 weaponGetUnequippedReloadIndex(s32 weaponnum); void handsTickUnequippedReload(void); bool func0f097df0(struct inventory_typef *arg0, struct hand *hand); void func0f097e74(s16 partnum, s32 arg1, struct hand *hand, struct modelfiledata *arg3); void func0f097f28(struct hand *hand, struct modelfiledata *arg1, struct inventory_typef *arg2); void func0f098030(struct hand *hand, struct modelfiledata *arg1); f32 func0f09815c(struct hand *hand); u32 func0f0981e8(void); bool func0f098884(struct guncmd *cmd, struct shorthand *hand); void func0f0988e0(struct guncmd *cmd, s32 handnum, struct hand *hand); bool func0f098a44(struct hand *hand, s32 time); bool handIsAnimBusy(struct hand *hand); void handResetAnim(struct hand *hand); void handGetWeaponInfo(struct handweaponinfo *info, s32 handnum); s32 func0f098ca0(s32 arg0, struct handweaponinfo *info, struct hand *hand); void func0f098df8(s32 weaponfunc, struct handweaponinfo *info, struct hand *hand, s32 arg3, s32 arg4); void func0f098f8c(struct handweaponinfo *info, struct hand *hand); bool func0f099008(s32 handnum); bool func0f0990b0(struct weaponfunc *basefunc, struct weapon *weapon); bool func0f099188(struct hand *hand, s32 gunfunc); s32 handTickIncIdle(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); void func0f099780(struct hand *hand, f32 angle); s32 handTickIncAutoSwitch(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); bool handIsReloading(struct hand *hand); s32 handTickIncReload(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); s32 handTickIncChangeFunc(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); s32 func0f09a3f8(struct hand *hand, struct weaponfunc *func); void func0f09a6f8(struct handweaponinfo *info, s32 handnum, struct hand *hand, struct weaponfunc *func); bool func0f09aba4(struct hand *hand, struct handweaponinfo *info, s32 handnum, struct weaponfunc_shoot *func); bool handTickIncAttackingShoot(struct handweaponinfo *info, s32 handnum, struct hand *hand); bool handTickIncAttackingThrow(s32 handnum, struct hand *hand); s32 weaponGetMinClipQty(s32 weaponnum, s32 funcnum); bool handTickIncAttackingClose(s32 handnum, struct hand *hand); bool handTickIncAttackingSpecial(struct hand *hand); s32 handTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); s32 handTickIncAttack(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); bool handIsReadyToSwitch(s32 handnum); bool func0f09bec8(s32 handnum); bool func0f09bf44(s32 handnum); s32 handTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); s32 handTickIncState2(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); s32 handTickInc(struct handweaponinfo *info, s32 handnum, s32 lvupdate); bool handSetState(s32 handnum, s32 state); void handTick(s32 handnum); void func0f09ce8c(void); void func0f09ceac(void); f32 handGetNoiseRadius(s32 handnum); void currentPlayerDecreaseNoiseRadius(void); void func0f09d140(s32 hand); u32 func0f09d550(void); void func0f09d8dc(f32 breathing, f32 arg1, f32 arg2, f32 arg3, f32 arg4); bool func0f09dd7c(void); u32 func0f09ddcc(void); u8 *func0f09ddec(void); u32 func0f09ddfc(void); void func0f09df50(void); void func0f09df64(s32 weaponnum); void func0f09df9c(void); bool func0f09e004(s32 newowner); u32 func0f09e144(void); void func0f09e4e0(void); void func0f09ea90(void); bool func0f09eae4(void); s32 func0f09ebbc(void); void func0f09ebcc(struct defaultobj *obj, struct coord *coord, s16 *rooms, Mtxf *matrix1, f32 *arg4, Mtxf *matrix2, struct prop *prop, struct coord *pos); void func0f09ed2c(struct defaultobj *obj, struct coord *coord, Mtxf *arg2, f32 *arg3, Mtxf *arg4); struct weaponobj *func0f09ee18(struct chrdata *chr, struct shorthand *hand, struct coord *pos, s16 *rooms, Mtxf *arg4, struct coord *arg5); void handCreateThrownProjectile(s32 handnum, struct shorthand *hand); void func0f09f848(s32 handnum); void func0f09f974(s32 handnum, struct weaponfunc_shootprojectile *func); void func0f09fa20(s32 handnum); void handCreateFiredProjectile(s32 handnum); void func0f0a0394(f32 autoaimx, f32 autoaimy, f32 damp, f32 arg3); void currentPlayerSwivelGunTowards(f32 screenx, f32 screeny, f32 damp); void func0f0a0b98(f32 arg0, f32 arg1); void currentPlayerGetCrossPos(f32 *x, f32 *y); void func0f0a0c08(struct coord *arg0, struct coord *arg1); void func0f0a0c44(s32 handnum, struct coord *arg1, struct coord *arg2); void handCalculateShotSpread(struct coord *arg0, struct coord *arg1, s32 handnum, bool dorandom); u32 func0f0a0fac(void); void handSetLastShootInfo(struct coord *pos, struct coord *dir, s32 handnum); u32 handGetUnk0c30(s32 handnum); void func0f0a134c(s32 handnum); void func0f0a1528(void); void currentPlayerEquipWeapon(s32 weaponnum); s32 handGetWeaponNum(s32 handnum); bool func0f0a1a10(s32 weaponnum); s32 func0f0a1a68(s32 arg0); void func0f0a1ab0(void); void func0f0a1b50(void); void func0f0a1c2c(void); bool currentPlayerHasAmmoForWeapon(s32 weaponnum); void currentPlayerAutoSwitchWeapon(void); void currentPlayerEquipWeaponWrapper(bool arg0, s32 weaponnum); s32 handIsFiring(s32 handnum); s32 handGetAttackType(s32 handnum); char *weaponGetName(s32 weaponnum); u16 weaponGetNameId(s32 weaponnum); char *weaponGetShortName(s32 arg0); void currentPlayerReloadHandIfPossible(s32 handnum); void handSetAdjustPos(f32 angle); void func0f0a2308(s32 handnum); u32 func0f0a233c(void); f32 func0f0a2498(f32 arg0, f32 arg1, f32 arg2, f32 arg3); void func0f0a24f0(struct coord *arg0, s32 handnum); bool func0f0a27c8(void); void func0f0a29c8(void); bool weaponIsMissionCritical(s32 weaponnum); void currentPlayerLoseGun(struct prop *attacker); u32 func0f0a2da8(void); u32 func0f0a2e94(void); void playerDetonateRemoteMines(s32 playernum); u32 func0f0a3160(void); u32 func0f0a3490(void); u32 func0f0a37b4(void); u32 func0f0a3aa4(void); u32 func0f0a3eac(void); u32 func0f0a4094(void); u32 func0f0a419c(void); void func0f0a4334(struct hand *hand); u32 func0f0a4438(void); void func0f0a4570(struct hand *hand, s32 handnum, struct weaponfunc_shootprojectile *func); void func0f0a45d0(struct hand *hand, struct modelfiledata *filedata, bool arg2); u32 func0f0a46a4(void); u32 func0f0a4e44(void); u32 func0f0a5300(void); void func0f0a5550(s32 handnum); void handsTickMaulerCharge(void); void func0f0a6c30(void); s32 func0f0a70f8(void); void func0f0a7138(Gfx **gdl); struct audiohandle **func0f0a7d5c(void); void func0f0a7d98(struct shorthand *hand, struct prop *prop, s32 arg2); void func0f0a8404(struct coord *pos, s16 *rooms, s32 arg2); u32 func0f0a84c8(void); void handSetTriggerOn(s32 handnum, bool on); s32 currentPlayerConsiderToggleGunFunction(s32 usedowntime, bool firing, s32 arg2); void func0f0a8c50(void); bool currentPlayerIsUsingSecondaryFunction(void); void handsTick(bool triggeron); void playersSetPassiveMode(bool enable); void currentPlayerSetAimType(u32 aimtype); void handSetAimPos(struct coord *coord); void handSetHitPos(struct coord *coord); void func0f0a9494(u32 operation); void func0f0a94d0(u32 operation, struct coord *pos, struct coord *rot); void func0f0a95ec(u32 arg0, bool enable); void currentPlayerSetAmmoQuantity(s32 ammotype, s32 quantity); s32 currentPlayerGetAmmoCountWithCheck(s32 type); s32 currentPlayerGetAmmoCount(s32 ammotype); s32 ammotypeGetMaxCapacity(u32 ammotype); bool ammotypeAllowsUnlimitedAmmo(u32 ammotype); void currentPlayerGiveUnlimitedAmmo(bool force); u32 weaponGetAmmoType(u32 weaponnum, u32 func); s32 currentPlayerGetAmmoQuantityForWeapon(u32 weaponnum, u32 func); void currentPlayerGiveAmmoForWeapon(u32 weaponnum, u32 func, u32 quantity); s32 weaponGetAmmoCapacity(s32 weaponnum, s32 func); Gfx *handRenderHudString(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour); Gfx *handRenderHudInteger(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour); void abmagReset(struct abmag *abmag); void func0f0a9da8(struct abmag *abmag, s32 remaining, s32 capacity, s32 height); Gfx *handRenderHudGauge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct abmag *abmag, s32 remaining, s32 capacity, u32 vacantcolour, u32 occupiedcolour, bool flip); Gfx *handRenderHud(Gfx *gdl); void cboostAdd(s32 arg0); void cboostSubtract(s32 arg0); void cboostBoost(void); void cboostRevert(void); void speedpillTick(void); void currentPlayerSetGunSightVisible(u32 bits, bool visible); Gfx *func0f0abcb0(Gfx *gdl); void func0f0abd30(s32 handnum); s32 getCurrentPlayerWeaponIdWrapper(s32 handnum); s8 freeFireslotWrapper(s32 fireslot); s8 freeFireslot(s32 fireslot); #endif