mirror of
https://gitlab.com/ryandwyer/perfect-dark
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47 lines
1.9 KiB
C
47 lines
1.9 KiB
C
#ifndef IN_GAME_BONDMOVE_H
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#define IN_GAME_BONDMOVE_H
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#include <ultra64.h>
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#include "types.h"
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void currentPlayerSetControlDef(u32 controldef);
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void currentPlayerSetAutoMoveCentreEnabled(bool enabled);
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void currentPlayerSetAutoAimY(bool enabled);
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bool currentPlayerIsAutoAimYEnabled(void);
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bool func0f0c7a8c(void);
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bool currentPlayerIsInSightAimMode(void);
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void currentPlayerUpdateAutoAimYProp(struct prop *prop, f32 autoaimy);
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void currentPlayerSetAutoAimX(bool enabled);
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bool currentPlayerIsAutoAimXEnabled(void);
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bool func0f0c7bd0(void);
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void currentPlayerUpdateAutoAimXProp(struct prop *prop, f32 autoaimx);
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struct prop *currentPlayerGetHoverbike(void);
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struct prop *currentPlayerGetGrabbedProp(void);
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void currentPlayerGrabProp(struct prop *prop);
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void currentPlayerSetMoveMode(u32 movemode);
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void setMoveModeForAllPlayers(u32 movemode);
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void func0f0c7f2c(void);
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void currentPlayerUpdateSpeed(struct movedata *data);
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void func0f0c8004(void);
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f32 func0f0c805c(f32 value);
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void currentPlayerUpdateSpeedVerta(f32 value);
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f32 func0f0c82f8(f32 value);
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void currentPlayerUpdateSpeedThetaControl(f32 value);
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u32 func0f0c8598(void);
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void movedataReset(struct movedata *data);
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void func0f0c8b90(bool arg0, bool arg1, bool arg2, bool arg3);
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void func0f0cb79c(struct player *player, struct coord *arg1, s16 *rooms);
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void func0f0cb89c(struct player *player, s16 *rooms);
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void func0f0cb8c4(struct player *player);
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void func0f0cb904(struct coord *coord);
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void func0f0cba88(f32 *a, f32 *b, struct coord *c, f32 mult1, f32 mult2);
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void currentPlayerUpdateMoveInitSpeed(struct coord *newpos);
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void currentPlayerUpdateFootsteps(bool arg0, bool arg1, bool arg2, bool arg3);
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void func0f0cbf50(void);
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void func0f0cc19c(struct coord *arg);
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void func0f0cc3b8(f32 arg0, f32 arg1, f32 arg2, f32 *arg3, f32 arg4);
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void func0f0cc654(f32 arg0, f32 arg1, f32 arg2);
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s32 currentPlayerGetCrouchPos(void);
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s32 playerGetCrouchPos(s32 playernum);
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#endif
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