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https://gitlab.com/ryandwyer/perfect-dark
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37 lines
1.3 KiB
C
37 lines
1.3 KiB
C
#ifndef _IN_GAME_WALLHIT_H
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#define _IN_GAME_WALLHIT_H
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#include <ultra64.h>
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#include "data.h"
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#include "types.h"
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void wallhitReset(void);
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s16 wallhitFinaliseAxis(f32 arg0);
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void wallhitFree(struct wallhit *wallhit);
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void wallhitsFreeByProp(struct prop *prop, s8 layer);
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bool chrIsUsingPaintball(struct chrdata *chr);
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void wallhitChooseBloodColour(struct prop *prop);
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void wallhitFade(struct wallhit *wallhit, u32 arg1);
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bool wallhitReapOneInRoom(s32 arg0);
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void wallhitReapOne(void);
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void wallhitsTick(void);
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void wallhitCreate(struct coord *relpos, struct coord *arg1, struct coord *arg2, s16 arg3[3],
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s16 arg4[3], s16 texnum, s16 room, struct prop *objprop,
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s8 mtxindex, s8 arg9, struct chrdata *chr, bool xlu);
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void wallhitCreateWith20Args(struct coord *relpos, struct coord *arg1, struct coord *arg2, s16 arg3[3],
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s16 arg4[3], s16 texnum, s16 room, struct prop *objprop,
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struct prop *chrprop, s8 mtxindex, s8 arg10, struct chrdata *chr,
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f32 width, f32 height, u8 minalpha, u8 maxalpha,
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s32 rotdeg, u32 timermax, u32 timerspeed, bool xlu);
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s32 wallhit0f140750(struct coord *coord);
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Gfx *wallhitRenderPropHits(Gfx *gdl, struct prop *prop, bool xlupass);
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Gfx *wallhitRenderBgHits(s32 roomnum, Gfx *gdl);
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void wallhitsRecolour(void);
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void wallhitFadeSplatsForRemovedChr(struct prop *chrprop);
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void wallhitRemoveOldestWoundedSplatByChr(struct prop *chrprop);
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#endif
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