Attempt to decompile handPopulateFromCurrentPlayer
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@ -842,7 +842,7 @@ glabel var7f1a9eb8
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/* f060e80: c4e60004 */ lwc1 $f6,0x4($a3)
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/* f060e84: e7a6020c */ swc1 $f6,0x20c($sp)
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/* f060e88: c4e80008 */ lwc1 $f8,0x8($a3)
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/* f060e8c: 0fc2c6bc */ jal func0f0b1af0
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/* f060e8c: 0fc2c6bc */ jal handPopulateFromCurrentPlayer
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/* f060e90: e7a80210 */ swc1 $f8,0x210($sp)
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/* f060e94: 0fc2c41f */ jal handGetWeaponFunction
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/* f060e98: 27a40214 */ addiu $a0,$sp,0x214
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@ -2409,7 +2409,7 @@ void handTickAttack(s32 handnum)
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g_Vars.currentplayer->hands[handnum].unk0d0f_03 = false;
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func0f0b1af0(handnum, (struct hand *)&tmpweaponnum);
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handPopulateFromCurrentPlayer(handnum, (struct hand *)&tmpweaponnum);
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frIncrementNumShots();
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switch (type) {
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@ -6812,10 +6812,10 @@ glabel func0f09cf88
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/* f09cf94: 3c10800a */ lui $s0,%hi(g_Vars+0x284)
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/* f09cf98: 8e10a244 */ lw $s0,%lo(g_Vars+0x284)($s0)
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/* f09cf9c: 27a50054 */ addiu $a1,$sp,0x54
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/* f09cfa0: 0fc2c6bc */ jal func0f0b1af0
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/* f09cfa0: 0fc2c6bc */ jal handPopulateFromCurrentPlayer
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/* f09cfa4: 24040001 */ addiu $a0,$zero,0x1
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/* f09cfa8: 00002025 */ or $a0,$zero,$zero
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/* f09cfac: 0fc2c6bc */ jal func0f0b1af0
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/* f09cfac: 0fc2c6bc */ jal handPopulateFromCurrentPlayer
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/* f09cfb0: 27a50050 */ addiu $a1,$sp,0x50
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/* f09cfb4: 27a40054 */ addiu $a0,$sp,0x54
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/* f09cfb8: 0fc2c807 */ jal func0f0b201c
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@ -409,7 +409,7 @@ u16 weaponGetModelNum2(s32 weaponnum)
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}
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GLOBAL_ASM(
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glabel func0f0b1af0
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glabel handPopulateFromCurrentPlayer
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/* f0b1af0: 3c06800a */ lui $a2,%hi(g_Vars)
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/* f0b1af4: 24c69fc0 */ addiu $a2,$a2,%lo(g_Vars)
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/* f0b1af8: 8cce0284 */ lw $t6,0x284($a2)
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@ -494,6 +494,23 @@ glabel func0f0b1af0
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/* f0b1c20: 00000000 */ nop
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);
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// Mismatch: regalloc
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//void handPopulateFromCurrentPlayer(s32 handnum, struct hand *hand)
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//{
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// hand->weaponnum = g_Vars.currentplayer->weaponnum;
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// hand->weaponfunc = g_Vars.currentplayer->hands[handnum].weaponfunc;
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// hand->unk063a = g_Vars.currentplayer->hands[handnum].unk063a;
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// hand->unk0639 = g_Vars.currentplayer->hands[handnum].unk0639;
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//
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// if (hand->weaponnum == WEAPON_MAULER) {
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// hand->unk063a = g_Vars.currentplayer->hands[handnum].unk0874 * 10.0f;
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// }
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//
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// if (hand->weaponnum == WEAPON_LASER) {
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// hand->unk063a = g_Vars.currentplayer->hands[handnum].unk0b90;
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// }
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//}
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struct inventory_ammo *handGetAmmoDefinition(struct hand *hand)
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{
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struct weaponfunc *func = handGetWeaponFunction(hand);
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@ -23,7 +23,7 @@ s32 currentPlayerGetDeviceState(s32 weaponnum);
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void currentPlayerSetDeviceActive(s32 weaponum, bool active);
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u16 weaponGetModelNum(s32 weaponnum);
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u16 weaponGetModelNum2(s32 weaponnum);
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void func0f0b1af0(s32 handnum, struct hand *hand);
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void handPopulateFromCurrentPlayer(s32 handnum, struct hand *hand);
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struct inventory_ammo *handGetAmmoDefinition(struct hand *hand);
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u8 handGetSingleUnk3c(struct hand *hand);
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f32 handGetSingleUnk34(struct hand *hand);
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@ -1834,7 +1834,7 @@ struct hand {
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/*0x0868*/ u32 unk0868;
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/*0x086c*/ u32 unk086c;
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/*0x0870*/ u32 unk0870;
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/*0x0874*/ u32 unk0874;
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/*0x0874*/ f32 unk0874; // Mauler charge amount? Or a timer
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/*0x0878*/ u32 unk0878;
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/*0x087c*/ u32 unk087c;
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/*0x0880*/ u32 unk0880;
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