Files
perfect-dark/src/include/game/game_0b69d0.h
T
2022-01-24 12:29:34 +10:00

111 lines
5.1 KiB
C

#ifndef _IN_GAME_GAME_0B69D0_H
#define _IN_GAME_GAME_0B69D0_H
#include <ultra64.h>
#include "data.h"
#include "types.h"
f32 playerChooseSpawnLocation(f32 chrwidth, struct coord *dstpos, s16 *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads);
f32 playerChooseGeneralSpawnLocation(f32 chrwidth, struct coord *pos, s16 *rooms, struct prop *prop);
void currentPlayerStartNewLife(void);
void currentPlayerResetToDefault(void);
bool currentPlayerAssumeChrForAnti(struct chrdata *chr, s32 param_2);
void currentPlayerSpawn(void);
void func0f0b85a0(struct playerbond *pb, struct coord *pos);
void playersTickAllChrBodies(void);
void currentPlayerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2);
void playerTickChrBody(void);
void func0f0b9538(void);
void currentPlayerTickMpSwirl(void);
void currentPlayerExecutePreparedWarp(void);
void cameraDoAnimation(s16 anim_id);
void func0f0ba190(u32 arg0);
void func0f0ba29c(bool arg0);
f32 cutsceneGetBlurFrac(void);
void currentPlayerSetZoomFovY(f32 fovy, f32 timemax);
f32 currentPlayerGetZoomFovY(void);
void func0f0ba8b0(f32 value);
f32 currentPlayerGetTeleportFovY(void);
void currentPlayerUpdateZoom(void);
void func0f0bace0(void);
void currentPlayerTickPauseMenu(void);
void currentPlayerPause(s32 root);
void currentPlayerUnpause(void);
Gfx *func0f0baf84(Gfx *gdl);
Gfx *fadeDraw(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
Gfx *currentPlayerDrawFade(Gfx *gdl);
void currentPlayerUpdateColourScreenProperties(void);
void currentPlayerTickChrFade(void);
void currentPlayerDisplayHealth(void);
void currentPlayerTickDamageAndHealth(void);
void currentPlayerDisplayDamage(void);
Gfx *playerRenderHealthBar(Gfx *gdl);
void currentPlayerSurroundWithExplosions(s32 arg0);
void currentPlayerTickExplode(void);
void viResetLoResIf4Mb(void);
s16 viGetFbWidth(void);
s16 viGetFbHeight(void);
bool is2PSharedViewport(void);
s16 currentPlayerGetViewportWidth(void);
s16 currentPlayerGetViewportLeft(void);
s16 currentPlayerGetViewportHeight(void);
s16 currentPlayerGetViewportTop(void);
f32 func0f0bd358(void);
void func0f0bd3c4(void);
void currentPlayerTickTeleport(f32 *arg0);
void currentPlayerConfigureVi(void);
void playerTick(bool arg0);
void func0f0bfc7c(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
Gfx *currentPlayerUpdateShootRot(Gfx *gdl);
void currentPlayerDisplayShield(void);
Gfx *currentPlayerRenderShield(Gfx *gdl);
Gfx *currentPlayerRenderHud(Gfx *gdl);
void currentPlayerDie(bool force);
void currentPlayerDieByShooter(u32 shooter, bool force);
void currentPlayerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z);
f32 currentPlayerGetHealthBarHeightFrac(void);
void func0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms);
void func0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
void func0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look);
void allPlayersClearMemCamRoom(void);
void playerSetPerimEnabled(struct prop *prop, bool enable);
bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
void currentPlayerUpdatePerimInfo(void);
void propPlayerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
f32 currentPlayerGetHealthFrac(void);
f32 currentPlayerGetShieldFrac(void);
void currentPlayerSetShieldFrac(f32 frac);
s32 getMissionTime(void);
s32 playerTickBeams(struct prop *prop);
s32 playerTickThirdPerson(struct prop *prop);
void playerChooseThirdPersonAnimation(struct chrdata *chr, s32 crouchpos, f32 speedsideways, f32 speedforwards, f32 speedtheta, f32 *angleoffset, struct attackanimconfig **animcfg);
Gfx *playerRender(struct prop *prop, Gfx *gdl, bool withalpha);
Gfx *currentPlayerLoadMatrix(Gfx *gdl);
void func0f0c3320(Mtxf *matrices, s32 count);
void setTickMode(s32 tickmode);
void func0f0b9650(void);
void playersBeginMpSwirl(void);
void func0f0b9a20(void);
void currentPlayerEndCutscene(void);
void currentPlayerPrepareWarpToPad(s16 pad_id);
void currentPlayerPrepareWarpType2(struct var8009ddec *cmd, s32 arg1, s32 arg2);
void currentPlayerPrepareWarpType3(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5);
void func0f0ba010(void);
void currentPlayerSetFadeColour(s32 r, s32 g, s32 b, f32 a);
void currentPlayerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
void currentPlayerSetFadeFrac(f32 maxfadetime, f32 frac);
bool currentPlayerIsFadeComplete(void);
void currentPlayerStartChrFade(f32 duration60, f32 targetfrac);
void optionsSetHiRes(bool enable);
void currentPlayerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
void currentPlayerLaunchSlayerRocket(struct weaponobj *rocket);
void currentPlayerSetGlobalDrawWorldOffset(s32 room);
void currentPlayerSetGlobalDrawCameraOffset(void);
bool currentPlayerIsHealthVisible(void);
void currentPlayerSetCameraMode(s32 mode);
void currentPlayerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void currentPlayerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void currentPlayerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void currentPlayerClearMemCamRoom(void);
#endif