mirror of
https://gitlab.com/ryandwyer/perfect-dark
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38 lines
1.4 KiB
C
38 lines
1.4 KiB
C
#ifndef _IN_GAME_GUNFX_H
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#define _IN_GAME_GUNFX_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 boltbeamsReset(void);
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void lasersightsReset(void);
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void beamCreate(struct beam *beam, s32 weaponnum, struct coord *from, struct coord *to);
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void beamCreateForHand(s32 handnum);
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Gfx *beamRenderGeneric(Gfx *gdl, struct textureconfig *arg1, f32 arg2, struct coord *arg3, u32 colour1, f32 arg5, struct coord *arg6, u32 colour2);
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Gfx *beamRender(Gfx *gdl, struct beam *beam, bool arg2, u8 arg3);
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void beamTick(struct beam *beam);
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struct casing *casingCreate(struct modelfiledata *modeldef, Mtxf *mtx);
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void casingCreateForHand(s32 handnum, f32 ground, Mtxf *mtx);
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void casingRender(struct casing *casing, Gfx **gdlptr);
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void casingsRender(Gfx **gdlptr);
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s32 boltbeamFindByProp(struct prop *prop);
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s32 boltbeamCreate(struct prop *prop);
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void boltbeamSetHeadPos(s32 beamnum, struct coord *pos);
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void boltbeamSetTailPos(s32 beamnum, struct coord *pos);
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void boltbeamIncrementHeadPos(s32 beamnum, f32 newlength, bool arg2);
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void boltbeamSetAutomatic(s32 beamnum, f32 speed);
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Gfx *boltbeamsRender(Gfx *gdl);
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void boltbeamsTick(void);
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bool lasersightExists(s32 id, s32 *index);
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Gfx *lasersightRenderDot(Gfx *gdl);
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Gfx *lasersightRenderBeam(Gfx *gdl);
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void lasersightSetBeam(s32 id, s32 arg1, struct coord *near, struct coord *far);
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void lasersightSetDot(s32 arg0, struct coord *pos, struct coord *rot);
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void lasersightFree(s32 arg0);
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#endif
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