mirror of
https://gitlab.com/ryandwyer/perfect-dark
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65 lines
3.3 KiB
C
65 lines
3.3 KiB
C
#ifndef IN_GAME_PROP_H
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#define IN_GAME_PROP_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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extern f32 g_AutoAimScale;
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void propsSort(void);
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void propEnable(struct prop *prop);
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void propDisable(struct prop *prop);
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struct prop *propAllocate(void);
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void propFree(struct prop *prop);
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void propActivate(struct prop *prop);
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void propActivateThisFrame(struct prop *prop);
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void propDelist(struct prop *prop);
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void propReparent(struct prop *mover, struct prop *adopter);
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void propDetach(struct prop *prop);
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Gfx *propRender(Gfx *gdl, struct prop *prop, bool withalpha);
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Gfx *propsRender(Gfx *gdl, s16 renderroomnum, s32 renderpass, s16 *roomnumsbyprop);
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void weaponPlayWhooshSound(s32 weaponnum, struct prop *prop);
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void func0f060bac(s32 weaponnum, struct prop *prop);
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struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struct coord *arg3, struct coord *gunpos, struct coord *dir, u32 arg6, f32 arg7, bool arg8);
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struct prop *func0f061d54(s32 handnum, u32 arg1, u32 arg2);
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void handCreateBulletRaycast(s32 handnum, bool arg1, bool dorandom, s32 arg3, bool arg4);
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void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 hitpart, struct modelnode *node, struct hitthing *hitthing, s32 arg6, struct modelnode *arg7, struct model *model, bool arg9, s32 arg10, struct coord *arg11, struct coord *arg12);
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void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2);
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void handTickAttack(s32 handnum);
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void handsTickAttack(void);
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void propExecuteTickOperation(struct prop *prop, s32 op);
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struct prop *propFindForInteract(bool eyespy);
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void propFindForUplink(void);
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bool currentPlayerInteract(bool eyespy);
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void propPause(struct prop *prop);
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void propUnpause(struct prop *prop);
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void propsTickPlayer(u32 islastplayer);
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void propsTickPadEffects(void);
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void propSetPerimEnabled(struct prop *prop, bool enable);
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void propsTestForPickup(void);
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f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f32 *arg4, s32 arg5, bool cangangsta, s32 arg7);
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void farsightChooseTarget(void);
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void autoaimTick(void);
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u32 propDoorGetCdTypes(struct prop *prop);
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bool propIsOfCdType(struct prop *prop, u32 types);
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void roomsCopy(s16 *srcrooms, s16 *dstrooms);
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void roomsAppend(s16 *newrooms, s16 *dstrooms, s32 maxlen);
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bool arrayIntersects(s16 *a, s16 *b);
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bool propTryAddToChunk(s16 propnum, s32 chunkindex);
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s32 roomAllocatePropListChunk(s32 room, s32 arg1);
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void propRegisterRoom(struct prop *prop, s16 room);
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void propDeregisterRoom(struct prop *prop, s16 room);
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void propDeregisterRooms(struct prop *prop);
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void propRegisterRooms(struct prop *prop);
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void func0f065d1c(struct coord *pos, s16 *rooms, struct coord *newpos, s16 *newrooms, s16 *morerooms, u32 arg5);
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void func0f065dd8(struct coord *pos, s16 *rooms, struct coord *newpos, s16 *newrooms);
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void func0f065dfc(struct coord *pos, s16 *rooms, struct coord *newpos, s16 *newrooms, s16 *morerooms, u32 arg5);
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void func0f065e74(struct coord *pos, s16 *rooms, struct coord *newpos, s16 *newrooms);
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void func0f065e98(struct coord *pos, s16 *rooms, struct coord *pos2, s16 *rooms2);
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void roomGetProps(s16 *room, s16 *propnums, s32 len);
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void propsDefragRoomProps(void);
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void propGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
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bool propUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
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#endif
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