Discover gunctrl struct
This commit is contained in:
parent
d700a15187
commit
8913306df8
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@ -670,9 +670,9 @@ void amApply(s32 slot)
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}
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break;
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case 1: // Function
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if (g_Vars.currentplayer->weaponnum >= WEAPON_UNARMED
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&& g_Vars.currentplayer->weaponnum <= WEAPON_COMBATBOOST
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&& g_MpPlayers[g_Vars.currentplayerstats->mpindex].gunfuncs[(g_Vars.currentplayer->weaponnum - 1) >> 3] & (1 << (g_Vars.currentplayer->weaponnum - 1 & 7))) {
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if (g_Vars.currentplayer->gunctrl.weaponnum >= WEAPON_UNARMED
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&& g_Vars.currentplayer->gunctrl.weaponnum <= WEAPON_COMBATBOOST
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&& g_MpPlayers[g_Vars.currentplayerstats->mpindex].gunfuncs[(g_Vars.currentplayer->gunctrl.weaponnum - 1) >> 3] & (1 << (g_Vars.currentplayer->gunctrl.weaponnum - 1 & 7))) {
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if (slot == 1) {
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g_AmMenus[g_AmIndex].togglefunc = true;
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}
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@ -766,9 +766,9 @@ void amGetSlotDetails(s32 slot, u32 *flags, char *label)
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if (slot == 1) {
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if (!secfunc
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|| g_Vars.currentplayer->weaponnum < WEAPON_UNARMED
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|| g_Vars.currentplayer->weaponnum > WEAPON_COMBATBOOST
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|| (g_MpPlayers[g_Vars.currentplayerstats->mpindex].gunfuncs[(g_Vars.currentplayer->weaponnum - 1) >> 3] & (1 << (g_Vars.currentplayer->weaponnum - 1 & 7))) == 0) {
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|| g_Vars.currentplayer->gunctrl.weaponnum < WEAPON_UNARMED
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|| g_Vars.currentplayer->gunctrl.weaponnum > WEAPON_COMBATBOOST
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|| (g_MpPlayers[g_Vars.currentplayerstats->mpindex].gunfuncs[(g_Vars.currentplayer->gunctrl.weaponnum - 1) >> 3] & (1 << (g_Vars.currentplayer->gunctrl.weaponnum - 1 & 7))) == 0) {
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*flags |= AMSLOTFLAG_CURRENT;
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}
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@ -777,9 +777,9 @@ void amGetSlotDetails(s32 slot, u32 *flags, char *label)
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}
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} else {
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if (!prifunc || (
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g_Vars.currentplayer->weaponnum >= WEAPON_UNARMED
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&& g_Vars.currentplayer->weaponnum <= WEAPON_COMBATBOOST
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&& g_MpPlayers[g_Vars.currentplayerstats->mpindex].gunfuncs[(g_Vars.currentplayer->weaponnum - 1) >> 3] & (1 << (g_Vars.currentplayer->weaponnum - 1 & 7)))) {
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g_Vars.currentplayer->gunctrl.weaponnum >= WEAPON_UNARMED
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&& g_Vars.currentplayer->gunctrl.weaponnum <= WEAPON_COMBATBOOST
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&& g_MpPlayers[g_Vars.currentplayerstats->mpindex].gunfuncs[(g_Vars.currentplayer->gunctrl.weaponnum - 1) >> 3] & (1 << (g_Vars.currentplayer->gunctrl.weaponnum - 1 & 7)))) {
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*flags |= AMSLOTFLAG_CURRENT;
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}
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@ -1031,7 +1031,7 @@ void amAssignWeaponSlots(void)
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void amOpen(void)
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{
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if (g_Vars.currentplayer->passivemode == false) {
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if (g_Vars.currentplayer->gunctrl.passivemode == false) {
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g_AmIndex = g_Vars.currentplayernum;
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g_Vars.currentplayer->activemenumode = AMMODE_VIEW;
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g_PlayersWithControl[g_Vars.currentplayernum] = false;
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@ -4082,7 +4082,7 @@ void chrUpdateCloak(struct chrdata *chr)
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// If cloak is enabled via cloaking device or via RCP120
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if ((g_Vars.currentplayer->devicesactive & DEVICE_CLOAKDEVICE)
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|| (g_Vars.currentplayer->weaponnum == WEAPON_RCP120
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|| (g_Vars.currentplayer->gunctrl.weaponnum == WEAPON_RCP120
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&& (g_Vars.currentplayer->devicesactive & DEVICE_CLOAKRCP120))) {
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if ((chr->hidden & CHRHFLAG_CLOAKED) == 0 && chr->cloakpause < 1) {
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chrCloak(chr, true);
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@ -1062,12 +1062,12 @@ Gfx *coreRender(Gfx *gdl)
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}
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var80084050++;
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} else if (g_Vars.currentplayer->unk1583_06
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} else if (g_Vars.currentplayer->gunctrl.unk1583_06
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&& var80075d60 == 2
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&& g_Vars.currentplayer->cameramode != CAMERAMODE_THIRDPERSON
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&& g_Vars.currentplayer->cameramode != CAMERAMODE_EYESPY
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&& var8009dfc0 == 0) {
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g_Vars.currentplayer->unk1583_06 = func0f09eae4();
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g_Vars.currentplayer->gunctrl.unk1583_06 = func0f09eae4();
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}
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if (g_Vars.lockscreen) {
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@ -147,25 +147,25 @@ void func0f010bb0(void)
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i = ALIGN16(func0f09ddfc());
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}
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g_Vars.currentplayer->unk158c = malloc(i, MEMPOOL_STAGE);
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g_Vars.currentplayer->unk159c = 0;
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g_Vars.currentplayer->unk15a0 = 0;
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g_Vars.currentplayer->unk15a4 = 0;
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g_Vars.currentplayer->unk15b0 = 0;
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g_Vars.currentplayer->unk15b1 = 0;
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g_Vars.currentplayer->unk1588 = 0;
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g_Vars.currentplayer->unk1584 = -1;
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g_Vars.currentplayer->unk15ea = 2;
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g_Vars.currentplayer->unk15eb = 0;
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g_Vars.currentplayer->gunctrl.unk158c = malloc(i, MEMPOOL_STAGE);
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g_Vars.currentplayer->gunctrl.unk159c = 0;
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g_Vars.currentplayer->gunctrl.unk15a0 = 0;
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g_Vars.currentplayer->gunctrl.unk15a4 = 0;
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g_Vars.currentplayer->gunctrl.unk15b0 = 0;
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g_Vars.currentplayer->gunctrl.unk15b1 = 0;
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g_Vars.currentplayer->gunctrl.gunmemtype = 0;
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g_Vars.currentplayer->gunctrl.gunmemnew = -1;
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g_Vars.currentplayer->gunctrl.unk15ea = 2;
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g_Vars.currentplayer->gunctrl.unk15eb = 0;
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g_Vars.currentplayer->unk1583_06 = true;
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g_Vars.currentplayer->unk1583_00 = false;
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g_Vars.currentplayer->unk1583_04 = false;
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g_Vars.currentplayer->gunctrl.unk1583_06 = true;
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g_Vars.currentplayer->gunctrl.unk1583_00 = false;
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g_Vars.currentplayer->gunctrl.unk1583_04 = false;
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g_Vars.currentplayer->switchtoweaponnum = -1;
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g_Vars.currentplayer->unk15e7 = 0;
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g_Vars.currentplayer->gunctrl.switchtoweaponnum = -1;
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g_Vars.currentplayer->gunctrl.unk15e7 = 0;
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g_Vars.currentplayer->invertgunfunc = false;
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g_Vars.currentplayer->gunctrl.invertgunfunc = false;
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g_Vars.currentplayer->hands[0] = hand;
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g_Vars.currentplayer->hands[1] = hand;
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@ -176,7 +176,7 @@ void func0f010bb0(void)
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g_Vars.currentplayer->hands[1].audiohandle = NULL;
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g_Vars.currentplayer->hands[0].audiohandle = NULL;
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g_Vars.currentplayer->unk15f2 = 0;
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g_Vars.currentplayer->gunctrl.unk15f2 = 0;
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for (i = 0; i < ARRAYCOUNT(g_Vars.currentplayer->hands[1].unk0d74); i++) {
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g_Vars.currentplayer->hands[1].unk0d74[i] = 0;
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@ -194,8 +194,8 @@ void func0f010bb0(void)
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g_Vars.currentplayerstats->killcount = 0;
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g_Vars.currentplayerstats->ggkillcount = 0;
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g_Vars.currentplayer->deathcount = 0;
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g_Vars.currentplayer->unk15f8 = 1;
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g_Vars.currentplayer->unk15fc = 1;
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g_Vars.currentplayer->gunposamplitude = 1;
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g_Vars.currentplayer->gunxamplitude = 1;
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g_Vars.currentplayer->doautoselect = false;
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g_Vars.currentplayer->playertriggeron = false;
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g_Vars.currentplayer->playertriggerprev = false;
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@ -8004,20 +8004,20 @@ glabel var7f1ac6cc
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void func0f09df50(void)
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{
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g_Vars.currentplayer->unk15ea = 11;
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g_Vars.currentplayer->gunctrl.unk15ea = 11;
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}
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void func0f09df64(s32 arg0)
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{
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struct player *player = g_Vars.currentplayer;
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if (player->unk15ea == 0) {
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player->unk15b0 = 0;
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player->unk15b1 = 0;
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player->unk1584 = arg0;
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player->unk15eb = -1;
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if (player->gunctrl.unk15ea == 0) {
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player->gunctrl.unk15b0 = 0;
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player->gunctrl.unk15b1 = 0;
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player->gunctrl.gunmemnew = arg0;
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player->gunctrl.unk15eb = -1;
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} else {
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player->unk1584 = arg0;
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player->gunctrl.gunmemnew = arg0;
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}
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}
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@ -12100,12 +12100,12 @@ void currentPlayerEquipWeapon(s32 weaponnum)
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{
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struct player *player = g_Vars.currentplayer;
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if (player->weaponnum == weaponnum && player->switchtoweaponnum == -1) {
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if (player->gunctrl.weaponnum == weaponnum && player->gunctrl.switchtoweaponnum == -1) {
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return;
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}
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player->switchtoweaponnum = weaponnum;
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player->unk1583_05 = 0;
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player->gunctrl.switchtoweaponnum = weaponnum;
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player->gunctrl.unk1583_05 = 0;
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}
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s32 handGetWeaponNum(s32 handnum)
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@ -12114,7 +12114,7 @@ s32 handGetWeaponNum(s32 handnum)
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return WEAPON_NONE;
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}
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return g_Vars.currentplayer->weaponnum;
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return g_Vars.currentplayer->gunctrl.weaponnum;
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}
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s32 getCurrentPlayerWeaponIdWrapper(s32 handnum)
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@ -12136,13 +12136,13 @@ s32 func0f0a1a68(s32 arg0)
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{
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s32 weaponnum;
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if (g_Vars.currentplayer->switchtoweaponnum >= 0) {
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weaponnum = g_Vars.currentplayer->switchtoweaponnum;
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if (g_Vars.currentplayer->gunctrl.switchtoweaponnum >= 0) {
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weaponnum = g_Vars.currentplayer->gunctrl.switchtoweaponnum;
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} else {
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weaponnum = g_Vars.currentplayer->weaponnum;
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weaponnum = g_Vars.currentplayer->gunctrl.weaponnum;
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}
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if (!g_Vars.currentplayer->unk1583_00 && arg0 == 1) {
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if (!g_Vars.currentplayer->gunctrl.unk1583_00 && arg0 == 1) {
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weaponnum = WEAPON_NONE;
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}
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@ -12155,10 +12155,11 @@ void func0f0a1ab0(void)
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struct player *player = g_Vars.currentplayer;
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s32 dualweaponnum;
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if (invHasSingleWeaponIncAllGuns(player->prevweaponnum)) {
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currentPlayerEquipWeaponWrapper(HAND_RIGHT, player->prevweaponnum);
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if (invHasSingleWeaponIncAllGuns(player->gunctrl.prevweaponnum)) {
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currentPlayerEquipWeaponWrapper(HAND_RIGHT, player->gunctrl.prevweaponnum);
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dualweaponnum = invHasDoubleWeaponIncAllGuns(player->prevweaponnum, player->prevweaponnum) * player->prevweaponnum * player->unk1583_01;
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dualweaponnum = invHasDoubleWeaponIncAllGuns(player->gunctrl.prevweaponnum, player->gunctrl.prevweaponnum)
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* player->gunctrl.prevweaponnum * player->gunctrl.unk1583_01;
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currentPlayerEquipWeaponWrapper(HAND_LEFT, dualweaponnum);
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} else {
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func0f0a1df4();
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@ -12561,9 +12562,9 @@ void currentPlayerEquipWeaponWrapper(bool arg0, s32 weaponnum)
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{
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if (arg0 == 1) {
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if (weaponnum == WEAPON_NONE) {
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g_Vars.currentplayer->unk1583_00 = false;
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g_Vars.currentplayer->gunctrl.unk1583_00 = false;
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} else {
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g_Vars.currentplayer->unk1583_00 = true;
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g_Vars.currentplayer->gunctrl.unk1583_00 = true;
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}
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} else {
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if (weaponnum > WEAPON_SUICIDEPILL) {
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@ -13202,7 +13203,7 @@ void currentPlayerLoseGunInNbombStorm(struct prop *prop)
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return;
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}
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if (weaponnum <= WEAPON_UNARMED || player->switchtoweaponnum != -1) {
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if (weaponnum <= WEAPON_UNARMED || player->gunctrl.switchtoweaponnum != -1) {
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return;
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}
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@ -20417,7 +20418,7 @@ glabel var7f1acb14
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void func0f0a8c50(void)
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{
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if (g_Vars.currentplayer->hands[HAND_RIGHT].unk0d0f_03 == 0) {
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g_Vars.currentplayer->invertgunfunc = false;
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g_Vars.currentplayer->gunctrl.invertgunfunc = false;
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}
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}
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@ -20507,7 +20508,7 @@ void currentPlayerTickInventory(bool triggeron)
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s32 i;
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// Remove weapons if in passive mode
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if (g_Vars.currentplayer->passivemode) {
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if (g_Vars.currentplayer->gunctrl.passivemode) {
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struct chrdata *chr = g_Vars.currentplayer->prop->chr;
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triggeron = false;
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@ -20516,13 +20517,14 @@ void currentPlayerTickInventory(bool triggeron)
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invGiveSingleWeapon(WEAPON_UNARMED);
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}
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if (g_Vars.currentplayer->weaponnum != WEAPON_UNARMED
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&& g_Vars.currentplayer->switchtoweaponnum != WEAPON_UNARMED) {
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if (g_Vars.currentplayer->gunctrl.weaponnum != WEAPON_UNARMED
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&& g_Vars.currentplayer->gunctrl.switchtoweaponnum != WEAPON_UNARMED) {
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currentPlayerEquipWeapon(WEAPON_UNARMED);
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}
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g_Vars.currentplayer->unk1583_00 = 0;
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g_Vars.currentplayer->gunctrl.unk1583_00 = 0;
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g_Vars.currentplayer->devicesactive = 0;
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chr->cloakpause = 0;
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chr->cloakfadefrac = 0;
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chr->cloakfadefinished = false;
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@ -20581,7 +20583,7 @@ void currentPlayerTickInventory(bool triggeron)
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if (player->hands[HAND_LEFT].unk0640
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&& player->hands[HAND_RIGHT].unk0640
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&& player->weaponnum != WEAPON_REMOTEMINE) {
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&& player->gunctrl.weaponnum != WEAPON_REMOTEMINE) {
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if (player->playertrigtime240 > 80) {
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gunsfiring[player->curguntofire] = 1;
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@ -20604,7 +20606,7 @@ void currentPlayerTickInventory(bool triggeron)
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player->curguntofire = 1 - player->curguntofire;
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}
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if (player->weaponnum == WEAPON_REMOTEMINE) {
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if (player->gunctrl.weaponnum == WEAPON_REMOTEMINE) {
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player->curguntofire = 0;
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}
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@ -20664,7 +20666,7 @@ void playersSetPassiveMode(bool enable)
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s32 i;
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for (i = 0; i < PLAYERCOUNT(); i++) {
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g_Vars.players[i]->passivemode = enable;
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g_Vars.players[i]->gunctrl.passivemode = enable;
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}
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}
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@ -20953,7 +20955,7 @@ s32 currentPlayerGetAmmoCount(s32 ammotype)
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for (i = 0; i < 2; i++) {
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if (player->hands[i].unk0640) {
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for (j = 0; j < 2; j++) {
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if (player->equippedammotypes[j] == ammotype) {
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if (player->gunctrl.totalammo[j] == ammotype) {
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total = player->hands[i].loadedammo[j] + total;
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}
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}
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@ -399,25 +399,25 @@ void playerAllocate(s32 index)
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g_Vars.players[index]->slayerrocket = NULL;
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g_Vars.players[index]->badrockettime = 0;
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g_Vars.players[index]->unk1588 = 0;
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g_Vars.players[index]->unk158c = NULL;
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g_Vars.players[index]->unk1590 = 0;
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g_Vars.players[index]->gunctrl.gunmemtype = 0;
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g_Vars.players[index]->gunctrl.unk158c = NULL;
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g_Vars.players[index]->gunctrl.unk1590 = 0;
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g_Vars.players[index]->weaponnum = WEAPON_NONE;
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g_Vars.players[index]->prevweaponnum = -1;
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g_Vars.players[index]->switchtoweaponnum = -1;
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g_Vars.players[index]->gunctrl.weaponnum = WEAPON_NONE;
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g_Vars.players[index]->gunctrl.prevweaponnum = -1;
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g_Vars.players[index]->gunctrl.switchtoweaponnum = -1;
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g_Vars.players[index]->unk15ea = 2;
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g_Vars.players[index]->unk15eb = 0;
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g_Vars.players[index]->unk15e6 = 0;
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g_Vars.players[index]->gunctrl.unk15ea = 2;
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g_Vars.players[index]->gunctrl.unk15eb = 0;
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g_Vars.players[index]->gunctrl.unk15e6 = 0;
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g_Vars.players[index]->passivemode = false;
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g_Vars.players[index]->gunctrl.passivemode = false;
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g_Vars.players[index]->hands[0] = hand;
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g_Vars.players[index]->hands[1] = hand;
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g_Vars.players[index]->unk15f8 = 1;
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g_Vars.players[index]->unk15fc = 1;
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g_Vars.players[index]->gunposamplitude = 1;
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g_Vars.players[index]->gunxamplitude = 1;
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g_Vars.players[index]->doautoselect = false;
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g_Vars.players[index]->playertriggeron = false;
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@ -6122,7 +6122,7 @@ Gfx *sightRender(Gfx *gdl, bool sighton, s32 sight)
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|||
return gdl;
|
||||
}
|
||||
|
||||
if (g_Vars.currentplayer->passivemode) {
|
||||
if (g_Vars.currentplayer->gunctrl.passivemode) {
|
||||
return gdl;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1818,7 +1818,7 @@ void frBeginSession(s32 weapon)
|
|||
frCloseAndLockDoor();
|
||||
|
||||
for (i = 0; i < 2; i++) {
|
||||
if (g_Vars.currentplayer->equippedammotypes[i] >= 0) {
|
||||
if (g_Vars.currentplayer->gunctrl.totalammo[i] >= 0) {
|
||||
g_Vars.currentplayer->hands[0].loadedammo[i] = 0;
|
||||
g_Vars.currentplayer->hands[1].loadedammo[i] = 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2223,6 +2223,55 @@ struct player0610 {
|
|||
/*0x0e*/ u16 unk0e;
|
||||
};
|
||||
|
||||
struct gunctrl {
|
||||
/*0x1580*/ s8 weaponnum;
|
||||
/*0x1581*/ s8 prevweaponnum; // previously drawn weapon, switched to when throwing Dragon/Laptop or when ammo depleted
|
||||
/*0x1582*/ s8 switchtoweaponnum; // weaponnum to change to
|
||||
/*0x1583*/ u8 unk1583_00 : 1;
|
||||
/*0x1583*/ u8 unk1583_01 : 1;
|
||||
/*0x1583*/ u8 invertgunfunc : 1;
|
||||
/*0x1583*/ u8 unk1583_03 : 1;
|
||||
/*0x1583*/ u8 unk1583_04 : 1;
|
||||
/*0x1583*/ u8 unk1583_05 : 1;
|
||||
/*0x1583*/ u8 unk1583_06 : 1;
|
||||
/*0x1583*/ u8 passivemode : 1;
|
||||
/*0x1584*/ s32 gunmemnew;
|
||||
/*0x1588*/ u32 gunmemtype;
|
||||
/*0x158c*/ void *unk158c;
|
||||
/*0x1590*/ u32 unk1590;
|
||||
/*0x1594*/ s32 unk1594;
|
||||
/*0x1598*/ u32 unk1598;
|
||||
/*0x159c*/ u16 unk159c;
|
||||
/*0x15a0*/ s32 unk15a0;
|
||||
/*0x15a4*/ s32 unk15a4;
|
||||
/*0x15a8*/ u32 unk15a8;
|
||||
/*0x15ac*/ u32 unk15ac;
|
||||
/*0x15b0*/ u8 unk15b0;
|
||||
/*0x15b1*/ u8 unk15b1;
|
||||
/*0x15b4*/ u32 unk15b4;
|
||||
/*0x15b8*/ u32 unk15b8;
|
||||
/*0x15bc*/ u32 unk15bc;
|
||||
/*0x15c0*/ u32 unk15c0;
|
||||
/*0x15c4*/ u32 unk15c4;
|
||||
/*0x15c8*/ u32 unk15c8;
|
||||
/*0x15cc*/ u32 unk15cc;
|
||||
/*0x15d0*/ u32 unk15d0;
|
||||
/*0x15d4*/ u32 unk15d4;
|
||||
/*0x15d8*/ u32 unk15d8;
|
||||
/*0x15dc*/ u32 unk15dc;
|
||||
/*0x15e0*/ u32 unk15e0;
|
||||
/*0x15e4*/ s8 totalammo[2];
|
||||
/*0x15e6*/ u8 unk15e6;
|
||||
/*0x15e7*/ u8 unk15e7;
|
||||
/*0x15e8*/ u16 unk15e8;
|
||||
/*0x15ea*/ u8 unk15ea;
|
||||
/*0x15eb*/ s8 unk15eb;
|
||||
/*0x15ec*/ u32 unk15ec;
|
||||
/*0x15f0*/ u16 unk15f0;
|
||||
/*0x15f2*/ u16 unk15f2;
|
||||
/*0x15f4*/ u32 unk15f4;
|
||||
};
|
||||
|
||||
struct player {
|
||||
/*0x0000*/ s32 cameramode;
|
||||
/*0x0004*/ struct coord memcampos;
|
||||
|
|
@ -2479,54 +2528,9 @@ struct player {
|
|||
/*0x0634*/ s16 viewleft; // 0
|
||||
/*0x0636*/ s16 viewtop; // 0
|
||||
/*0x0638*/ struct hand hands[2];
|
||||
/*0x1580*/ s8 weaponnum;
|
||||
/*0x1581*/ s8 prevweaponnum; // previously drawn weapon, switched to when throwing Dragon/Laptop or when ammo depleted
|
||||
/*0x1582*/ s8 switchtoweaponnum; // weaponnum to change to
|
||||
/*0x1583*/ u8 unk1583_00 : 1;
|
||||
/*0x1583*/ u8 unk1583_01 : 1;
|
||||
/*0x1583*/ u8 invertgunfunc : 1;
|
||||
/*0x1583*/ u8 unk1583_03 : 1;
|
||||
/*0x1583*/ u8 unk1583_04 : 1;
|
||||
/*0x1583*/ u8 unk1583_05 : 1;
|
||||
/*0x1583*/ u8 unk1583_06 : 1;
|
||||
/*0x1583*/ u8 passivemode : 1;
|
||||
/*0x1584*/ s32 unk1584;
|
||||
/*0x1588*/ u32 unk1588;
|
||||
/*0x158c*/ void *unk158c;
|
||||
/*0x1590*/ u32 unk1590;
|
||||
/*0x1594*/ s32 unk1594;
|
||||
/*0x1598*/ u32 unk1598;
|
||||
/*0x159c*/ u16 unk159c;
|
||||
/*0x15a0*/ s32 unk15a0;
|
||||
/*0x15a4*/ s32 unk15a4;
|
||||
/*0x15a8*/ u32 unk15a8;
|
||||
/*0x15ac*/ u32 unk15ac;
|
||||
/*0x15b0*/ u8 unk15b0;
|
||||
/*0x15b1*/ u8 unk15b1;
|
||||
/*0x15b4*/ u32 unk15b4;
|
||||
/*0x15b8*/ u32 unk15b8;
|
||||
/*0x15bc*/ u32 unk15bc;
|
||||
/*0x15c0*/ u32 unk15c0;
|
||||
/*0x15c4*/ u32 unk15c4;
|
||||
/*0x15c8*/ u32 unk15c8;
|
||||
/*0x15cc*/ u32 unk15cc;
|
||||
/*0x15d0*/ u32 unk15d0;
|
||||
/*0x15d4*/ u32 unk15d4;
|
||||
/*0x15d8*/ u32 unk15d8;
|
||||
/*0x15dc*/ u32 unk15dc;
|
||||
/*0x15e0*/ u32 unk15e0;
|
||||
/*0x15e4*/ s8 equippedammotypes[2];
|
||||
/*0x15e6*/ u8 unk15e6;
|
||||
/*0x15e7*/ u8 unk15e7;
|
||||
/*0x15e8*/ u16 unk15e8;
|
||||
/*0x15ea*/ u8 unk15ea;
|
||||
/*0x15eb*/ s8 unk15eb;
|
||||
/*0x15ec*/ u32 unk15ec;
|
||||
/*0x15f0*/ u16 unk15f0;
|
||||
/*0x15f2*/ u16 unk15f2;
|
||||
/*0x15f4*/ u32 unk15f4;
|
||||
/*0x15f8*/ f32 unk15f8;
|
||||
/*0x15fc*/ f32 unk15fc;
|
||||
struct gunctrl gunctrl;
|
||||
/*0x15f8*/ f32 gunposamplitude;
|
||||
/*0x15fc*/ f32 gunxamplitude;
|
||||
/*0x1600*/ s32 doautoselect;
|
||||
/*0x1604*/ u32 playertriggeron;
|
||||
/*0x1608*/ u32 playertriggerprev;
|
||||
|
|
|
|||
Loading…
Reference in New Issue