Identify unnamed bondhead functions
This commit is contained in:
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64bb5d7689
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@ -999,9 +999,9 @@ void bbike_tick(void)
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pos.y = (g_Vars.currentplayer->bondenterpos.y - g_Vars.currentplayer->prop->pos.y) * g_Vars.currentplayer->bondentert2 + g_Vars.currentplayer->prop->pos.y;
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pos.z = (g_Vars.currentplayer->bondenterpos.z - g_Vars.currentplayer->bondenteraim.z) * g_Vars.currentplayer->bondentert2 + g_Vars.currentplayer->prop->pos.z;
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bmove0f0cc19c(&pos);
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bmove_set_pos(&pos);
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} else {
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bmove0f0cc19c(&g_Vars.currentplayer->prop->pos);
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bmove_set_pos(&g_Vars.currentplayer->prop->pos);
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}
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sp70 = g_Vars.currentplayer->speedverta / 0.7f;
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@ -1015,8 +1015,8 @@ void bgrab0f0ce924(void)
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f32 sp84;
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f32 sp80;
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struct coord sp74 = {0, 0, 0};
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f32 sp70;
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f32 sp6c;
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f32 shotforwards;
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f32 shotsideways;
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f32 speedforwards;
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f32 speedsideways;
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f32 speedtheta;
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@ -1033,10 +1033,11 @@ void bgrab0f0ce924(void)
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f32 breathing;
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if (g_Vars.lvupdate240 > 0) {
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bmove0f0cba88(&sp70, &sp6c, &g_Vars.currentplayer->bondshotspeed, g_Vars.currentplayer->vv_sintheta, g_Vars.currentplayer->vv_costheta);
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bmove_shotspeed_to_lateral(&shotforwards, &shotsideways, &g_Vars.currentplayer->bondshotspeed,
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g_Vars.currentplayer->vv_sintheta, g_Vars.currentplayer->vv_costheta);
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g_Vars.currentplayer->speedforwards += sp70;
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g_Vars.currentplayer->speedsideways += sp6c;
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g_Vars.currentplayer->speedforwards += shotforwards;
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g_Vars.currentplayer->speedsideways += shotsideways;
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mult = g_HeadAnims[HEADANIM_MOVING].translateperframe * 0.5f * g_Vars.lvupdate60freal;
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sp88 = mult * g_Vars.currentplayer->speedsideways;
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@ -1079,7 +1080,7 @@ void bgrab0f0ce924(void)
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g_Vars.currentplayer->bondbreathing = 1.0f;
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}
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bmove0f0cc654(maxspeed, g_Vars.currentplayer->speedforwards, sp88);
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bmove_update_head(maxspeed, g_Vars.currentplayer->speedforwards, sp88);
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g_Vars.currentplayer->gunspeed = maxspeed;
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@ -1200,7 +1201,7 @@ void bgrab_tick(void)
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bmove_update_rooms(g_Vars.currentplayer);
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objective_check_room_entered(g_Vars.currentplayer->prop->rooms[0]);
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bmove0f0cc19c(&g_Vars.currentplayer->prop->pos);
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bmove_set_pos(&g_Vars.currentplayer->prop->pos);
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player_update_perim_info();
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doors_check_automatic();
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@ -2128,7 +2128,7 @@ bool bgun_tick_recoil(struct hand *hand, struct handweaponinfo *info, s32 handnu
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hand->rotxend = M_BADTAU - (recoilangle * M_BADTAU) / 360.0f;
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hand->posend.x = (func0f0b131c(handnum) - hand->aimpos.x) * recoildist / 1000.0f;
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hand->posend.x = (hand_get_xpos(handnum) - hand->aimpos.x) * recoildist / 1000.0f;
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hand->posend.y = 0;
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hand->posend.z = (weapondef->posz - hand->aimpos.z) * recoildist / 1000.0f;
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@ -3444,7 +3444,7 @@ void bgun_update_blend(struct hand *hand, s32 handnum)
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sp5c.x += hand->adjustdamp.x;
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sp5c.y += hand->adjustdamp.y;
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sp5c.x += hand_get_x_shift(handnum);
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sp5c.x += hand_get_xshift(handnum);
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for (i = 0; i < g_Vars.lvupdate240; i++) {
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hand->damppossum.x = (PAL ? 0.9847f : 0.9872f) * hand->damppossum.x + sp5c.f[0];
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@ -7557,7 +7557,7 @@ void bgun0f0a5550(s32 handnum)
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}
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if (handnum == HAND_RIGHT) {
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sp274.x = func0f0b131c(handnum) + hand->damppos.f[0] + hand->adjustpos.f[0];
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sp274.x = hand_get_xpos(handnum) + hand->damppos.f[0] + hand->adjustpos.f[0];
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sp274.y = weapondef->posy + hand->damppos.f[1] + hand->adjustpos.f[1];
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sp274.z = weapondef->posz + hand->damppos.f[2] + hand->adjustpos.f[2];
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} else if (isdetonator) {
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@ -7565,7 +7565,7 @@ void bgun0f0a5550(s32 handnum)
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sp274.y = -16.5f + hand->damppos.f[1] + hand->adjustpos.f[1];
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sp274.z = -16.0f + hand->damppos.f[2] + hand->adjustpos.f[2];
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} else {
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sp274.x = func0f0b131c(handnum) + hand->damppos.f[0] - hand->adjustpos.f[0];
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sp274.x = hand_get_xpos(handnum) + hand->damppos.f[0] - hand->adjustpos.f[0];
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sp274.y = weapondef->posy + hand->damppos.f[1] + hand->adjustpos.f[1];
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sp274.z = weapondef->posz + hand->damppos.f[2] + hand->adjustpos.f[2];
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}
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@ -11937,11 +11937,11 @@ void bgun_set_aim_pos(struct coord *coord)
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{
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struct player *player = g_Vars.currentplayer;
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player->hands[HAND_RIGHT].aimpos.x = hand_get_x_shift(HAND_RIGHT) + coord->x;
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player->hands[HAND_RIGHT].aimpos.x = hand_get_xshift(HAND_RIGHT) + coord->x;
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player->hands[HAND_RIGHT].aimpos.y = coord->y;
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player->hands[HAND_RIGHT].aimpos.z = coord->z;
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player->hands[HAND_LEFT].aimpos.x = hand_get_x_shift(HAND_LEFT) + coord->x;
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player->hands[HAND_LEFT].aimpos.x = hand_get_xshift(HAND_LEFT) + coord->x;
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player->hands[HAND_LEFT].aimpos.y = coord->y;
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player->hands[HAND_LEFT].aimpos.z = coord->z;
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}
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@ -108,7 +108,7 @@ void bhead_set_damp(f32 headdamp)
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}
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}
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void bhead_update(f32 arg0, f32 arg1)
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void bhead_update(f32 speedforwards, f32 speedsideways)
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{
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struct coord headpos = {0, 0, 0};
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struct coord lookvel = {0, 0, 1};
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@ -170,8 +170,8 @@ void bhead_update(f32 arg0, f32 arg1)
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}
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if (animspeed > 0) {
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g_Vars.currentplayer->bondheadmatrices[0].m[3][0] += arg1;
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g_Vars.currentplayer->bondheadmatrices[0].m[3][2] *= arg0;
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g_Vars.currentplayer->bondheadmatrices[0].m[3][0] += speedsideways;
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g_Vars.currentplayer->bondheadmatrices[0].m[3][2] *= speedforwards;
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if (g_Vars.lvupdate240 > 0) {
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g_Vars.currentplayer->bondheadmatrices[0].m[3][0] /= g_Vars.lvupdate60freal;
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@ -1838,51 +1838,52 @@ void bmove_update_rooms(struct player *player)
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prop_register_rooms(player->prop);
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}
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void bmove0f0cb904(struct coord *arg0)
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void bmove_dampen_shotspeed(struct coord *shotspeed)
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{
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if (arg0->f[0] || arg0->f[2]) {
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f32 hypotenuse = sqrtf(arg0->f[0] * arg0->f[0] + arg0->f[2] * arg0->f[2]);
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if (shotspeed->f[0] || shotspeed->f[2]) {
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f32 hypotenuse = sqrtf(shotspeed->f[0] * shotspeed->f[0] + shotspeed->f[2] * shotspeed->f[2]);
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s32 i;
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if (hypotenuse > 1.5f) {
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arg0->x *= 1.5f / hypotenuse;
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arg0->z *= 1.5f / hypotenuse;
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shotspeed->x *= 1.5f / hypotenuse;
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shotspeed->z *= 1.5f / hypotenuse;
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hypotenuse = 1.5f;
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}
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for (i = 0; i < 3; i++) {
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if (hypotenuse > 0.0001f) {
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if (arg0->f[i] != 0) {
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if (arg0->f[i] > 0) {
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arg0->f[i] -= (1.0f / 30.0f) * g_Vars.lvupdate60freal * arg0->f[i] / hypotenuse;
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if (shotspeed->f[i] != 0) {
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if (shotspeed->f[i] > 0) {
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shotspeed->f[i] -= (1.0f / 30.0f) * g_Vars.lvupdate60freal * shotspeed->f[i] / hypotenuse;
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if (arg0->f[i] < 0) {
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arg0->f[i] = 0;
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if (shotspeed->f[i] < 0) {
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shotspeed->f[i] = 0;
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}
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} else if (arg0->f[i] < 0) {
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arg0->f[i] -= (1.0f / 30.0f) * g_Vars.lvupdate60freal * arg0->f[i] / hypotenuse;
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} else if (shotspeed->f[i] < 0) {
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shotspeed->f[i] -= (1.0f / 30.0f) * g_Vars.lvupdate60freal * shotspeed->f[i] / hypotenuse;
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if (arg0->f[i] > 0) {
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arg0->f[i] = 0;
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if (shotspeed->f[i] > 0) {
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shotspeed->f[i] = 0;
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}
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}
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}
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} else {
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arg0->f[i] = 0;
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shotspeed->f[i] = 0;
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}
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}
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}
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}
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void bmove0f0cba88(f32 *a, f32 *b, struct coord *c, f32 mult1, f32 mult2)
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void bmove_shotspeed_to_lateral(f32 *forward, f32 *sideways, struct coord *shotspeed, f32 sintheta, f32 costheta)
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{
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if (c->x != 0 || c->z != 0) {
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bmove0f0cb904(c);
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*a = c->z * mult2 + -c->x * mult1;
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*b = -c->x * mult2 - c->z * mult1;
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if (shotspeed->x != 0 || shotspeed->z != 0) {
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bmove_dampen_shotspeed(shotspeed);
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*forward = shotspeed->z * costheta + -shotspeed->x * sintheta;
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*sideways = -shotspeed->x * costheta - shotspeed->z * sintheta;
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} else {
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*a = 0;
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*b = 0;
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*forward = 0;
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*sideways = 0;
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}
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}
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@ -2013,14 +2014,14 @@ void bmove_update_verta(void)
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}
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}
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void bmove0f0cc19c(struct coord *arg)
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void bmove_set_pos(struct coord *pos)
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{
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f32 min;
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f32 mult;
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g_Vars.currentplayer->bond2.unk10.x = arg->x;
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g_Vars.currentplayer->bond2.unk10.y = arg->y;
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g_Vars.currentplayer->bond2.unk10.z = arg->z;
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g_Vars.currentplayer->bond2.unk10.x = pos->x;
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g_Vars.currentplayer->bond2.unk10.y = pos->y;
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g_Vars.currentplayer->bond2.unk10.z = pos->z;
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if (g_Vars.currentplayer->isdead && g_Vars.currentplayer->bondleandown > 0) {
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g_Vars.currentplayer->bondleandown -= 0.25f;
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@ -2067,9 +2068,9 @@ void bmove0f0cc19c(struct coord *arg)
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#endif
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}
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void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4)
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void bmove_update_head_with_mtx(f32 heartrate, f32 speedforwards, f32 speedsideways, Mtxf *mtx, f32 arg4)
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{
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f32 sp244 = 0;
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f32 newspeedforwards = 0;
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Mtxf sp180;
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Mtxf sp116;
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f32 sp100[4];
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@ -2077,12 +2078,12 @@ void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4)
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f32 sp68[4];
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if (g_Vars.currentplayer->isdead == false) {
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bhead_adjust_animation(arg0);
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bhead_adjust_animation(heartrate);
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if (arg0 != 0) {
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sp244 = arg1 / arg0;
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} else if (arg1 == 0) {
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arg0 = 0;
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if (heartrate != 0) {
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newspeedforwards = speedforwards / heartrate;
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} else if (speedforwards == 0) {
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heartrate = 0;
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}
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} else {
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if (g_Vars.currentplayer->startnewbonddie) {
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@ -2091,10 +2092,10 @@ void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4)
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}
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bhead_set_speed(0.5);
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arg2 = 0;
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speedsideways = 0;
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}
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bhead_update(sp244, arg2);
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bhead_update(newspeedforwards, speedsideways);
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mtx4_load_x_rotation(BADDEG2RAD(360 - g_Vars.currentplayer->vv_verta360), &sp180);
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if (options_get_head_roll(g_Vars.currentplayerstats->mpindex)) {
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@ -2108,9 +2109,9 @@ void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4)
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mtx4_load_y_rotation(BADDEG2RAD(360 - g_Vars.currentplayer->vv_theta), &sp116);
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mtx4_mult_mtx4_in_place(&sp116, &sp180);
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if (arg3) {
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if (mtx) {
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quaternion0f097044(&sp180, sp100);
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quaternion0f097044(arg3, sp84);
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quaternion0f097044(mtx, sp84);
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quaternion0f0976c0(sp100, sp84);
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quaternion_slerp(sp100, sp84, arg4, sp68);
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quaternion_to_mtx(sp68, &sp180);
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@ -2124,9 +2125,9 @@ void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4)
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g_Vars.currentplayer->bond2.unk28.z = sp180.m[1][2];
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}
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void bmove0f0cc654(f32 arg0, f32 arg1, f32 arg2)
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void bmove_update_head(f32 heartrate, f32 speedforwards, f32 speedsideways)
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{
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bmove_update_head(arg0, arg1, arg2, NULL, 0);
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bmove_update_head_with_mtx(heartrate, speedforwards, speedsideways, NULL, 0);
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}
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s32 bmove_get_crouch_pos(void)
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@ -1376,8 +1376,8 @@ void bwalk0f0c69b8(void)
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f32 spdc;
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f32 spd8;
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struct coord spcc = {0, 0, 0};
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f32 spc8;
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f32 spc4;
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f32 shotforwards;
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f32 shotsideways;
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f32 spc0;
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f32 tmp1;
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f32 tmp2;
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@ -1396,7 +1396,7 @@ void bwalk0f0c69b8(void)
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f32 speedforwards;
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f32 speedsideways;
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f32 speedtheta;
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f32 maxspeed;
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f32 heartrate;
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f32 sp74;
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f32 radius;
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f32 ymax;
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@ -1442,7 +1442,7 @@ void bwalk0f0c69b8(void)
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g_Vars.currentplayer->walkinitt2 = 1.0f - (cosf(g_Vars.currentplayer->walkinitt * M_BADPI) + 1.0f) * 0.5f;
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bmove_update_head(0.0f, 0.0f, 0.0f, &g_Vars.currentplayer->walkinitmtx, 1.0f - g_Vars.currentplayer->walkinitt2);
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bmove_update_head_with_mtx(0.0f, 0.0f, 0.0f, &g_Vars.currentplayer->walkinitmtx, 1.0f - g_Vars.currentplayer->walkinitt2);
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g_Vars.currentplayer->gunspeed = 0.0f;
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@ -1452,8 +1452,7 @@ void bwalk0f0c69b8(void)
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bwalk_apply_crouch_speed();
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bwalk_update_crouch_offset();
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bmove0f0cba88(&spc8, &spc4,
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&g_Vars.currentplayer->bondshotspeed,
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bmove_shotspeed_to_lateral(&shotforwards, &shotsideways, &g_Vars.currentplayer->bondshotspeed,
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g_Vars.currentplayer->vv_sintheta, g_Vars.currentplayer->vv_costheta);
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tmp1 = -g_Vars.currentplayer->swaytarget * g_Vars.currentplayer->bond2.unk00.f[2];
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@ -1501,8 +1500,8 @@ void bwalk0f0c69b8(void)
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spb0 *= spa8;
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}
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speedsideways = (g_Vars.currentplayer->speedsideways + spc4) * 0.8f;
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speedforwards = g_Vars.currentplayer->speedforwards + spc8;
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speedsideways = (g_Vars.currentplayer->speedsideways + shotsideways) * 0.8f;
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speedforwards = g_Vars.currentplayer->speedforwards + shotforwards;
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speedtheta = g_Vars.currentplayer->speedtheta * 0.8f;
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if (speedsideways < 0.0f) {
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@ -1517,24 +1516,24 @@ void bwalk0f0c69b8(void)
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speedtheta = -speedtheta;
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}
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maxspeed = speedforwards;
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heartrate = speedforwards;
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if (speedsideways > maxspeed) {
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maxspeed = speedsideways;
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if (speedsideways > heartrate) {
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heartrate = speedsideways;
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}
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if (speedtheta > maxspeed) {
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maxspeed = speedtheta;
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if (speedtheta > heartrate) {
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heartrate = speedtheta;
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}
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if (dist >= 0.1f && maxspeed < 0.8f) {
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maxspeed = 0.8f;
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if (dist >= 0.1f && heartrate < 0.8f) {
|
||||
heartrate = 0.8f;
|
||||
}
|
||||
|
||||
if (maxspeed >= 0.75f) {
|
||||
g_Vars.currentplayer->bondbreathing += (maxspeed - 0.75f) * g_Vars.lvupdate60freal / 900;
|
||||
if (heartrate >= 0.75f) {
|
||||
g_Vars.currentplayer->bondbreathing += (heartrate - 0.75f) * g_Vars.lvupdate60freal / 900;
|
||||
} else {
|
||||
g_Vars.currentplayer->bondbreathing -= (0.75f - maxspeed) * g_Vars.lvupdate60freal / 2700;
|
||||
g_Vars.currentplayer->bondbreathing -= (0.75f - heartrate) * g_Vars.lvupdate60freal / 2700;
|
||||
}
|
||||
|
||||
if (g_Vars.currentplayer->bondbreathing < 0.0f) {
|
||||
|
@ -1544,7 +1543,7 @@ void bwalk0f0c69b8(void)
|
|||
}
|
||||
|
||||
mult = g_HeadAnims[HEADANIM_MOVING].translateperframe * 0.5f * g_Vars.lvupdate60freal;
|
||||
spe0 = (g_Vars.currentplayer->speedsideways * spc0 + spc4) * mult;
|
||||
spe0 = (g_Vars.currentplayer->speedsideways * spc0 + shotsideways) * mult;
|
||||
|
||||
#if VERSION >= VERSION_NTSC_1_0
|
||||
if (cheat_is_active(CHEAT_SMALLJO)) {
|
||||
|
@ -1552,9 +1551,9 @@ void bwalk0f0c69b8(void)
|
|||
}
|
||||
#endif
|
||||
|
||||
bmove0f0cc654(maxspeed, g_Vars.currentplayer->speedforwards * spc0 + spc8, spe0);
|
||||
bmove_update_head(heartrate, g_Vars.currentplayer->speedforwards * spc0 + shotforwards, spe0);
|
||||
|
||||
g_Vars.currentplayer->gunspeed = maxspeed;
|
||||
g_Vars.currentplayer->gunspeed = heartrate;
|
||||
|
||||
spdc = g_Vars.currentplayer->headpos.x;
|
||||
spd8 = g_Vars.currentplayer->headpos.z;
|
||||
|
@ -1773,9 +1772,9 @@ void bwalk_tick(void)
|
|||
coord.z = (g_Vars.currentplayer->walkinitstart.z - g_Vars.currentplayer->walkinitpos.z)
|
||||
* (1.0f - g_Vars.currentplayer->walkinitt2) + g_Vars.currentplayer->prop->pos.z;
|
||||
|
||||
bmove0f0cc19c(&coord);
|
||||
bmove_set_pos(&coord);
|
||||
} else {
|
||||
bmove0f0cc19c(&g_Vars.currentplayer->prop->pos);
|
||||
bmove_set_pos(&g_Vars.currentplayer->prop->pos);
|
||||
}
|
||||
|
||||
player_update_perim_info();
|
||||
|
|
|
@ -638,7 +638,7 @@ bool chr0f01f378(struct model *model, struct coord *arg1, struct coord *arg2, f3
|
|||
chr->height = 90.0f;
|
||||
}
|
||||
|
||||
bmove0f0cb904(&chr->aibot->shotspeed);
|
||||
bmove_dampen_shotspeed(&chr->aibot->shotspeed);
|
||||
|
||||
arg2->x += chr->aibot->shotspeed.x * g_HeadAnims[HEADANIM_MOVING].translateperframe * VAR(lvupdate60freal) * 0.5f;
|
||||
arg2->z += chr->aibot->shotspeed.z * g_HeadAnims[HEADANIM_MOVING].translateperframe * VAR(lvupdate60freal) * 0.5f;
|
||||
|
|
|
@ -147,12 +147,12 @@ void current_player_set_weapon_pos(struct coord *pos)
|
|||
}
|
||||
}
|
||||
|
||||
f32 hand_get_x_shift(s32 handnum)
|
||||
f32 hand_get_xshift(s32 handnum)
|
||||
{
|
||||
return g_Vars.currentplayer->hands[handnum].xshift;
|
||||
}
|
||||
|
||||
f32 func0f0b131c(s32 hand)
|
||||
f32 hand_get_xpos(s32 hand)
|
||||
{
|
||||
f32 x;
|
||||
struct weapon *weapon;
|
||||
|
|
|
@ -5325,7 +5325,7 @@ s32 player_tick_third_person(struct prop *prop)
|
|||
}
|
||||
|
||||
bmove_update_verta();
|
||||
bmove0f0cc19c(&sp9c);
|
||||
bmove_set_pos(&sp9c);
|
||||
|
||||
return tickop1;
|
||||
}
|
||||
|
|
|
@ -11,7 +11,7 @@ void bhead_update_idle_roll(void);
|
|||
void bhead_update_pos(struct coord *vel);
|
||||
void bhead_update_rot(struct coord *lookvel, struct coord *upvel);
|
||||
void bhead_set_damp(f32 headdamp);
|
||||
void bhead_update(f32 arg0, f32 arg1);
|
||||
void bhead_update(f32 speedforwards, f32 speedsideways);
|
||||
void bhead_adjust_animation(f32 speed);
|
||||
void bhead_start_death_animation(s16 animnum, u32 flip, f32 fstarttime, f32 speed);
|
||||
void bhead_set_speed(f32 speed);
|
||||
|
|
|
@ -33,14 +33,14 @@ void bmove_process_input(bool allowc1x, bool allowc1y, bool allowc1buttons, bool
|
|||
void bmove_find_entered_rooms_by_pos(struct player *player, struct coord *arg1, RoomNum *rooms);
|
||||
void bmove_find_entered_rooms(struct player *player, RoomNum *rooms);
|
||||
void bmove_update_rooms(struct player *player);
|
||||
void bmove0f0cb904(struct coord *coord);
|
||||
void bmove0f0cba88(f32 *a, f32 *b, struct coord *c, f32 mult1, f32 mult2);
|
||||
void bmove_dampen_shotspeed(struct coord *shotspeed);
|
||||
void bmove_shotspeed_to_lateral(f32 *forward, f32 *sideways, struct coord *shotspeed, f32 sintheta, f32 costheta);
|
||||
void bmove_update_move_init_speed(struct coord *newpos);
|
||||
void bmove_tick(bool allowc1x, bool allowc1y, bool allowc1buttons, bool ignorec2);
|
||||
void bmove_update_verta(void);
|
||||
void bmove0f0cc19c(struct coord *arg);
|
||||
void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4);
|
||||
void bmove0f0cc654(f32 arg0, f32 arg1, f32 arg2);
|
||||
void bmove_set_pos(struct coord *pos);
|
||||
void bmove_update_head_with_mtx(f32 heartrate, f32 speedforwards, f32 speedsideways, Mtxf *mtx, f32 arg4);
|
||||
void bmove_update_head(f32 heartrate, f32 speedforwards, f32 speedsideways);
|
||||
s32 bmove_get_crouch_pos(void);
|
||||
s32 bmove_get_crouch_pos_by_player(s32 playernum);
|
||||
|
||||
|
|
|
@ -12,8 +12,8 @@ struct weaponfunc *weapon_get_function(struct gset *gset, s32 which);
|
|||
struct weaponfunc *current_player_get_weapon_function(u32 hand);
|
||||
struct invaimsettings *gset_get_aim_settings(struct gset *gset);
|
||||
struct inventory_ammo *weapon_get_ammo_by_function(u32 weaponnum, u32 funcnum);
|
||||
f32 hand_get_x_shift(s32 handnum);
|
||||
f32 func0f0b131c(s32 handnum);
|
||||
f32 hand_get_xshift(s32 handnum);
|
||||
f32 hand_get_xpos(s32 handnum);
|
||||
f32 current_player_get_gun_zoom_fov(void);
|
||||
void current_player_zoom_out(f32 fovpersec);
|
||||
void current_player_zoom_in(f32 fovpersec);
|
||||
|
|
Loading…
Reference in New Issue