mirror of
https://gitlab.com/ryandwyer/perfect-dark
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111 lines
4.8 KiB
C
111 lines
4.8 KiB
C
#ifndef _IN_GAME_PLAYER_H
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#define _IN_GAME_PLAYER_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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f32 playerChooseSpawnLocation(f32 chrwidth, struct coord *dstpos, s16 *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads);
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f32 playerChooseGeneralSpawnLocation(f32 chrwidth, struct coord *pos, s16 *rooms, struct prop *prop);
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void playerStartNewLife(void);
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void playerLoadDefaults(void);
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bool playerSpawnAnti(struct chrdata *chr, s32 param_2);
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void playerSpawn(void);
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void playerResetBond(struct playerbond *pb, struct coord *pos);
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void playersTickAllChrBodies(void);
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void playerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2);
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void playerTickChrBody(void);
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void playerRemoveChrBody(void);
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void playerTickMpSwirl(void);
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void playerExecutePreparedWarp(void);
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void playerStartCutscene(s16 anim_id);
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void playerReorientForCutsceneStop(u32 arg0);
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void playerTickCutscene(bool arg0);
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f32 playerGetCutsceneBlurFrac(void);
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void playerSetZoomFovY(f32 fovy, f32 timemax);
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f32 playerGetZoomFovY(void);
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void playerTweenFovY(f32 targetfovy);
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f32 playerGetTeleportFovY(void);
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void playerUpdateZoom(void);
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void playerStopAudioForPause(void);
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void playerTickPauseMenu(void);
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void playerPause(s32 root);
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void playerUnpause(void);
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Gfx *player0f0baf84(Gfx *gdl);
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Gfx *playerDrawFade(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
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Gfx *playerDrawStoredFade(Gfx *gdl);
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void playerUpdateColourScreenProperties(void);
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void playerTickChrFade(void);
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void playerDisplayHealth(void);
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void playerTickDamageAndHealth(void);
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void playerDisplayDamage(void);
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Gfx *playerRenderHealthBar(Gfx *gdl);
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void playerSurroundWithExplosions(s32 arg0);
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void playerTickExplode(void);
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void playerResetLoResIf4Mb(void);
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s16 playerGetFbWidth(void);
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s16 playerGetFbHeight(void);
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bool playerHasSharedViewport(void);
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s16 playerGetViewportWidth(void);
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s16 playerGetViewportLeft(void);
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s16 playerGetViewportHeight(void);
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s16 playerGetViewportTop(void);
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f32 player0f0bd358(void);
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void playerUpdateShake(void);
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void playerTickTeleport(f32 *arg0);
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void playerConfigureVi(void);
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void playerTick(bool arg0);
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void player0f0bfc7c(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
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Gfx *playerUpdateShootRot(Gfx *gdl);
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void playerDisplayShield(void);
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Gfx *playerRenderShield(Gfx *gdl);
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Gfx *playerRenderHud(Gfx *gdl);
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void playerDie(bool force);
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void playerDieByShooter(u32 shooter, bool force);
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void playerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z);
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f32 playerGetHealthBarHeightFrac(void);
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void player0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms);
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void player0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
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void player0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look);
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void playersClearMemCamRoom(void);
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void playerSetPerimEnabled(struct prop *prop, bool enable);
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bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
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void playerUpdatePerimInfo(void);
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void playerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
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f32 playerGetHealthFrac(void);
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f32 playerGetShieldFrac(void);
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void playerSetShieldFrac(f32 frac);
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s32 playerGetMissionTime(void);
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s32 playerTickBeams(struct prop *prop);
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s32 playerTickThirdPerson(struct prop *prop);
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void playerChooseThirdPersonAnimation(struct chrdata *chr, s32 crouchpos, f32 speedsideways, f32 speedforwards, f32 speedtheta, f32 *angleoffset, struct attackanimconfig **animcfg);
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Gfx *playerRender(struct prop *prop, Gfx *gdl, bool xlupass);
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Gfx *playerLoadMatrix(Gfx *gdl);
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void player0f0c3320(Mtxf *matrices, s32 count);
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void playerSetTickMode(s32 tickmode);
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void playerBeginGeFadeIn(void);
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void playersBeginMpSwirl(void);
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void player0f0b9a20(void);
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void playerEndCutscene(void);
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void playerPrepareWarpToPad(s16 pad_id);
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void playerPrepareWarpType2(struct var8009ddec *cmd, s32 arg1, s32 arg2);
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void playerPrepareWarpType3(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5);
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void playerStartCutscene2(void);
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void playerSetFadeColour(s32 r, s32 g, s32 b, f32 a);
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void playerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
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void playerSetFadeFrac(f32 maxfadetime, f32 frac);
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bool playerIsFadeComplete(void);
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void playerStartChrFade(f32 duration60, f32 targetfrac);
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void playerSetHiResEnabled(bool enable);
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void playerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
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void playerLaunchSlayerRocket(struct weaponobj *rocket);
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void playerSetGlobalDrawWorldOffset(s32 room);
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void playerSetGlobalDrawCameraOffset(void);
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bool playerIsHealthVisible(void);
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void playerSetCameraMode(s32 mode);
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void playerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void playerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void playerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void playerClearMemCamRoom(void);
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#endif
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