#ifndef _IN_GAME_GAME_0B69D0_H #define _IN_GAME_GAME_0B69D0_H #include #include "data.h" #include "types.h" f32 playerChooseSpawnLocation(f32 chrwidth, struct coord *dstpos, s16 *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads); f32 playerChooseGeneralSpawnLocation(f32 chrwidth, struct coord *pos, s16 *rooms, struct prop *prop); void currentPlayerStartNewLife(void); void currentPlayerResetToDefault(void); bool currentPlayerAssumeChrForAnti(struct chrdata *chr, s32 param_2); void currentPlayerSpawn(void); void func0f0b85a0(struct playerbond *pb, struct coord *pos); void func0f0b85f8(void); void currentPlayerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2); void func0f0b8ba0(void); void func0f0b9538(void); void func0f0b96e8(void); void currentPlayerExecutePreparedWarp(void); void cameraDoAnimation(s16 anim_id); void func0f0ba190(u32 arg0); void func0f0ba29c(bool arg0); f32 cutsceneGetBlurFrac(void); void currentPlayerSetZoomFovY(f32 fovy, f32 timemax); f32 currentPlayerGetZoomFovY(void); void func0f0ba8b0(f32 value); f32 currentPlayerGetTeleportFovY(void); void currentPlayerUpdateZoom(void); void func0f0bace0(void); void currentPlayerTickPauseMenu(void); void currentPlayerPause(s32 root); void func0f0baf38(void); Gfx *func0f0baf84(Gfx *gdl); Gfx *fadeDraw(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac); Gfx *currentPlayerDrawFade(Gfx *gdl); void currentPlayerUpdateColourScreenProperties(void); void currentPlayerTickChrFade(void); void currentPlayerDisplayHealth(void); void currentPlayerTickDamageAndHealth(void); void currentPlayerDisplayDamage(void); Gfx *hudRenderHealthBar(Gfx *gdl); void currentPlayerSurroundWithExplosions(s32 arg0); void currentPlayerTickExplode(void); void viResetDefaultModeIf4Mb(void); s16 viGetFbWidth(void); s16 viGetFbHeight(void); bool func0f0bc4c0(void); s16 currentPlayerGetViewportWidth(void); s16 currentPlayerGetViewportLeft(void); s16 currentPlayerGetViewportHeight(void); s16 currentPlayerGetViewportTop(void); f32 func0f0bd358(void); void func0f0bd3c4(void); void currentPlayerTickTeleport(f32 *arg0); void currentPlayerConfigureVi(void); void func0f0bd904(bool arg0); void func0f0bfc7c(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up); Gfx *currentPlayerUpdateShootRot(Gfx *gdl); void currentPlayerDisplayShield(void); Gfx *currentPlayerRenderShield(Gfx *gdl); Gfx *currentPlayerRenderHud(Gfx *gdl); void currentPlayerDie(bool force); void currentPlayerDieByShooter(u32 shooter, bool force); void currentPlayerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z); f32 currentPlayerGetHealthBarHeightFrac(void); void func0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms); void func0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom); void func0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look); void allPlayersClearMemCamRoom(void); void currentPlayerSetPerimEnabled(struct prop *prop, bool enable); bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end); void currentPlayerUpdatePerimInfo(void); void propPlayerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin); f32 currentPlayerGetHealthFrac(void); f32 currentPlayerGetShieldFrac(void); void currentPlayerSetShieldFrac(f32 frac); s32 getMissionTime(void); s32 playerTickBeams(struct prop *prop); s32 playerTick(struct prop *prop); void func0f0c2a58(struct chrdata *chr, s32 crouchpos, f32 speedsideways, f32 speedforwards, f32 speedtheta, f32 *angleoffset, struct attackanimconfig **animcfg); Gfx *playerRender(struct prop *prop, Gfx *gdl, bool withalpha); Gfx *currentPlayerLoadMatrix(Gfx *gdl); void func0f0c3320(Mtxf *matrices, s32 count); void setTickMode(s32 tickmode); void func0f0b9650(void); void func0f0b9674(void); void func0f0b9a20(void); void func0f0b9afc(void); void currentPlayerPrepareWarpToPad(s16 pad_id); void currentPlayerPrepareWarpType2(struct var8009ddec *cmd, s32 arg1, s32 arg2); void currentPlayerPrepareWarpType3(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5); void func0f0ba010(void); void currentPlayerSetFadeColour(s32 r, s32 g, s32 b, f32 a); void currentPlayerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac); void currentPlayerSetFadeFrac(f32 maxfadetime, f32 frac); bool currentPlayerIsFadeComplete(void); void currentPlayerStartChrFade(f32 duration60, f32 targetfrac); void optionsSetHiRes(bool enable); void currentPlayerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist); void currentPlayerLaunchSlayerRocket(struct weaponobj *rocket); void currentPlayerSetGlobalDrawWorldOffset(s32 room); void currentPlayerSetGlobalDrawCameraOffset(void); bool currentPlayerIsHealthVisible(void); void currentPlayerSetCameraMode(s32 mode); void currentPlayerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room); void currentPlayerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room); void currentPlayerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room); void currentPlayerClearMemCamRoom(void); #endif