Identify unnamed prop functions
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@ -5005,7 +5005,7 @@ f32 chr_get_ground(struct prop *prop)
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return chr->ground;
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return chr->ground;
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}
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}
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bool chr_calculate_auto_aim(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3)
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bool chr_calculate_autoaim(struct prop *prop, struct coord *screenpos, f32 *xrange, f32 *yrange)
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{
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{
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struct chrdata *chr = prop->chr;
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struct chrdata *chr = prop->chr;
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@ -5026,36 +5026,36 @@ bool chr_calculate_auto_aim(struct prop *prop, struct coord *arg1, f32 *arg2, f3
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if (model->definition->skel == &g_SkelChr) {
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if (model->definition->skel == &g_SkelChr) {
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mtx1 = &model->matrices[0];
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mtx1 = &model->matrices[0];
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mtx2 = &model->matrices[1];
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mtx2 = &model->matrices[1];
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arg1->z = mtx2->m[3][2] + (mtx1->m[3][2] - mtx2->m[3][2]) * 0.5f;
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screenpos->z = mtx2->m[3][2] + (mtx1->m[3][2] - mtx2->m[3][2]) * 0.5f;
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} else if (model->definition->skel == &g_SkelSkedar) {
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} else if (model->definition->skel == &g_SkelSkedar) {
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mtx2 = &model->matrices[0];
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mtx2 = &model->matrices[0];
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arg1->z = mtx2->m[3][2];
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screenpos->z = mtx2->m[3][2];
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} else if (model->definition->skel == &g_SkelDrCaroll) {
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} else if (model->definition->skel == &g_SkelDrCaroll) {
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mtx2 = &model->matrices[0];
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mtx2 = &model->matrices[0];
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arg1->z = mtx2->m[3][2];
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screenpos->z = mtx2->m[3][2];
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} else {
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} else {
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arg1->z = model->matrices[0].m[3][2];
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screenpos->z = model->matrices[0].m[3][2];
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}
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}
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if (arg1->z < 0) {
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if (screenpos->z < 0) {
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if (model->definition->skel == &g_SkelChr) {
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if (model->definition->skel == &g_SkelChr) {
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arg1->x = mtx2->m[3][0] + (mtx1->m[3][0] - mtx2->m[3][0]) * 0.5f;
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screenpos->x = mtx2->m[3][0] + (mtx1->m[3][0] - mtx2->m[3][0]) * 0.5f;
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arg1->y = mtx2->m[3][1] + (mtx1->m[3][1] - mtx2->m[3][1]) * 0.5f;
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screenpos->y = mtx2->m[3][1] + (mtx1->m[3][1] - mtx2->m[3][1]) * 0.5f;
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} else if (model->definition->skel == &g_SkelSkedar) {
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} else if (model->definition->skel == &g_SkelSkedar) {
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arg1->x = mtx2->m[3][0];
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screenpos->x = mtx2->m[3][0];
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arg1->y = mtx2->m[3][1];
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screenpos->y = mtx2->m[3][1];
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} else if (model->definition->skel == &g_SkelDrCaroll) {
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} else if (model->definition->skel == &g_SkelDrCaroll) {
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arg1->x = mtx2->m[3][0];
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screenpos->x = mtx2->m[3][0];
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arg1->y = mtx2->m[3][1];
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screenpos->y = mtx2->m[3][1];
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} else {
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} else {
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arg1->x = model->matrices[0].m[3][0];
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screenpos->x = model->matrices[0].m[3][0];
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arg1->y = model->matrices[0].m[3][1];
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screenpos->y = model->matrices[0].m[3][1];
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}
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}
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arg3[0] = arg3[1] = 0;
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yrange[0] = yrange[1] = 0;
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arg2[0] = arg2[1] = 0;
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xrange[0] = xrange[1] = 0;
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func0f067d88(model, &arg2[1], &arg2[0], &arg3[1], &arg3[0]);
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model_get_screen_coords3(model, &xrange[1], &xrange[0], &yrange[1], &yrange[0]);
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return true;
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return true;
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}
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}
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@ -7706,7 +7706,7 @@ void chr_punch_inflict_damage(struct chrdata *chr, s32 damage, s32 range, u8 rev
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}
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}
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}
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}
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weapon_play_whoosh_sound(gset.weaponnum, chr->prop);
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weapon_play_melee_miss_sound(gset.weaponnum, chr->prop);
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}
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}
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struct punchanim {
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struct punchanim {
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@ -495,8 +495,8 @@ void objective_check_holograph(f32 maxdist)
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&& obj->prop->z >= 0
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&& obj->prop->z >= 0
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&& obj_is_healthy(obj)) {
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&& obj_is_healthy(obj)) {
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struct coord sp9c;
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struct coord sp9c;
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f32 sp94[2];
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f32 xrange[2];
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f32 sp8c[2];
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f32 yrange[2];
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f32 dist = -1;
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f32 dist = -1;
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if (maxdist != 0.0f) {
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if (maxdist != 0.0f) {
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@ -506,10 +506,10 @@ void objective_check_holograph(f32 maxdist)
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maxdist = maxdist * maxdist;
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maxdist = maxdist * maxdist;
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}
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}
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if (dist < maxdist && func0f0899dc(obj->prop, &sp9c, sp94, sp8c)) {
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if (dist < maxdist && func0f0899dc(obj->prop, &sp9c, xrange, yrange)) {
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f32 sp78[2];
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f32 sp78[2];
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f32 sp70[2];
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f32 sp70[2];
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func0f06803c(&sp9c, sp94, sp8c, sp78, sp70);
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func0f06803c(&sp9c, xrange, yrange, sp78, sp70);
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if (sp78[0] > cam_get_screen_left()
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if (sp78[0] > cam_get_screen_left()
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&& sp78[0] < cam_get_screen_left() + cam_get_screen_width()
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&& sp78[0] < cam_get_screen_left() + cam_get_screen_width()
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@ -447,7 +447,7 @@ Gfx *props_render(Gfx *gdl, RoomNum renderroomnum, s32 renderpass, RoomNum *room
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return gdl;
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return gdl;
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}
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}
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void weapon_play_whoosh_sound(s32 weaponnum, struct prop *prop)
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void weapon_play_melee_miss_sound(s32 weaponnum, struct prop *prop)
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{
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{
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s32 soundnum = -1;
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s32 soundnum = -1;
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f32 speed = 1;
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f32 speed = 1;
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@ -498,7 +498,7 @@ void weapon_play_whoosh_sound(s32 weaponnum, struct prop *prop)
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* This is similar to the above but the sound numbers seem wrong...
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* This is similar to the above but the sound numbers seem wrong...
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* Perhaps the function was from GE and not updated for PD.
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* Perhaps the function was from GE and not updated for PD.
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*/
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*/
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void func0f060bac(s32 weaponnum, struct prop *prop)
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void weapon_play_melee_hit_sound(s32 weaponnum, struct prop *prop)
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{
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{
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s32 soundnum = -1;
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s32 soundnum = -1;
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f32 speed = 1;
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f32 speed = 1;
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@ -923,7 +923,7 @@ struct prop *shot_calculate_hits(s32 handnum, bool isshooting, struct coord *gun
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}
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}
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if (hitaprop || hitbg) {
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if (hitaprop || hitbg) {
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func0f060bac(shotdata.gset.weaponnum, g_Vars.currentplayer->prop);
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weapon_play_melee_hit_sound(shotdata.gset.weaponnum, g_Vars.currentplayer->prop);
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if (shotdata.gset.weaponnum != WEAPON_UNARMED && shotdata.gset.weaponnum != WEAPON_TRANQUILIZER) {
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if (shotdata.gset.weaponnum != WEAPON_UNARMED && shotdata.gset.weaponnum != WEAPON_TRANQUILIZER) {
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if (hitaprop) {
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if (hitaprop) {
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@ -933,7 +933,7 @@ struct prop *shot_calculate_hits(s32 handnum, bool isshooting, struct coord *gun
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}
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}
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}
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}
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} else {
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} else {
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weapon_play_whoosh_sound(shotdata.gset.weaponnum, g_Vars.currentplayer->prop);
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weapon_play_melee_miss_sound(shotdata.gset.weaponnum, g_Vars.currentplayer->prop);
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}
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}
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} else {
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} else {
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// The caller is querying which prop is being aimed at rather than taking a shot.
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// The caller is querying which prop is being aimed at rather than taking a shot.
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@ -2375,7 +2375,7 @@ void props_test_for_pickup(void)
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}
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}
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}
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}
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f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f32 *arg4, bool throughobjects, bool cangangsta, s32 arg7)
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f32 prop_calculate_autoaim_score(struct prop *prop, struct coord *screenpos, f32 *xrange, f32 *yrange, f32 *aimpos, bool throughobjects, bool cangangsta, bool forcefullscreen)
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{
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{
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f32 spa0[2];
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f32 spa0[2];
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struct coord sp94;
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struct coord sp94;
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@ -2391,17 +2391,17 @@ f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f3
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f32 right;
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f32 right;
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f32 result = -2;
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f32 result = -2;
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struct weaponfunc *func = current_player_get_weapon_function(HAND_RIGHT);
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struct weaponfunc *func = current_player_get_weapon_function(HAND_RIGHT);
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bool sp50 = arg7;
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bool usefullscreen = forcefullscreen;
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bool sp4c;
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bool sp4c;
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f32 sp48;
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f32 sp48;
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struct prop *playerprop;
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struct prop *playerprop;
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s32 ok;
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s32 ok;
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if (func && bgun0f0a27c8()) {
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if (func && bgun0f0a27c8()) {
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sp50 = true;
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usefullscreen = true;
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}
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}
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if (sp50) {
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if (usefullscreen) {
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top = cam_get_screen_top();
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top = cam_get_screen_top();
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bottom = cam_get_screen_top() + cam_get_screen_height();
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bottom = cam_get_screen_top() + cam_get_screen_height();
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left = cam_get_screen_left();
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left = cam_get_screen_left();
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@ -2413,26 +2413,26 @@ f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f3
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right = cam_get_screen_left() + cam_get_screen_width() * 0.75f;
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right = cam_get_screen_left() + cam_get_screen_width() * 0.75f;
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}
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}
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if (arg1->z > -2.5f) {
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if (screenpos->z > -2.5f) {
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return -1;
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return -1;
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}
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}
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cam0f0b4d04(arg1, spa0);
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cam0f0b4d04(screenpos, spa0);
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sp94.x = arg2[0];
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sp94.x = xrange[0];
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sp94.y = arg1->y;
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sp94.y = screenpos->y;
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sp94.z = arg1->z;
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sp94.z = screenpos->z;
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cam0f0b4d04(&sp94, sp8c);
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cam0f0b4d04(&sp94, sp8c);
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sp94.x = arg2[1];
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sp94.x = xrange[1];
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sp94.y = arg1->y;
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sp94.y = screenpos->y;
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sp94.z = arg1->z;
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sp94.z = screenpos->z;
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cam0f0b4d04(&sp94, sp84);
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cam0f0b4d04(&sp94, sp84);
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sp94.x = arg1->x;
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sp94.x = screenpos->x;
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sp94.y = arg3[1];
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sp94.y = yrange[1];
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sp94.z = arg1->z;
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sp94.z = screenpos->z;
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cam0f0b4d04(&sp94, sp7c);
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cam0f0b4d04(&sp94, sp7c);
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sp94.x = arg1->x;
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sp94.x = screenpos->x;
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sp94.y = arg3[0];
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sp94.y = yrange[0];
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sp94.z = arg1->z;
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sp94.z = screenpos->z;
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cam0f0b4d04(&sp94, sp74);
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cam0f0b4d04(&sp94, sp74);
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if (sp74[1] >= top && bottom >= sp7c[1]) {
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if (sp74[1] >= top && bottom >= sp7c[1]) {
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@ -2482,7 +2482,7 @@ f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f3
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value = bottom;
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value = bottom;
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}
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}
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arg4[1] = value;
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aimpos[1] = value;
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if (bmove_is_auto_aim_x_enabled_for_current_weapon() || cangangsta) {
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if (bmove_is_auto_aim_x_enabled_for_current_weapon() || cangangsta) {
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f32 value = spa0[0];
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f32 value = spa0[0];
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@ -2493,7 +2493,7 @@ f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f3
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value = right;
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value = right;
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}
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}
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arg4[0] = value;
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aimpos[0] = value;
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}
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}
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if (cam_get_screen_left() + 0.5f * cam_get_screen_width() >= sp8c[0]
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if (cam_get_screen_left() + 0.5f * cam_get_screen_width() >= sp8c[0]
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@ -2686,13 +2686,13 @@ void autoaim_tick(void)
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|| bmove_is_auto_aim_x_enabled_for_current_weapon()
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|| bmove_is_auto_aim_x_enabled_for_current_weapon()
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|| cangangsta) && !ismelee) {
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|| cangangsta) && !ismelee) {
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// Standard auto aim
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// Standard auto aim
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f32 bestthing = -1;
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f32 bestscore = -1;
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struct prop *prop;
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struct prop *prop;
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struct coord sp94;
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struct coord screenpos;
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f32 sp8c[2];
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f32 xrange[2];
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f32 sp84[2];
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f32 yrange[2];
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struct chrdata *chr;
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struct chrdata *chr;
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f32 sp78[2];
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f32 thisaimpos[2];
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struct prop **ptr = g_Vars.endonscreenprops - 1;
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struct prop **ptr = g_Vars.endonscreenprops - 1;
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// Iterate onscreen props near to far
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// Iterate onscreen props near to far
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@ -2709,16 +2709,16 @@ void autoaim_tick(void)
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|| chr_get_held_prop(chr, HAND_LEFT)
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|| chr_get_held_prop(chr, HAND_LEFT)
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|| (chr->chrflags & CHRCFLAG_FORCEAUTOAIM)
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|| (chr->chrflags & CHRCFLAG_FORCEAUTOAIM)
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|| chr->gunprop)
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|| chr->gunprop)
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&& chr_calculate_auto_aim(prop, &sp94, sp8c, sp84)) {
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&& chr_calculate_autoaim(prop, &screenpos, xrange, yrange)) {
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f32 thing = func0f06438c(prop, &sp94, sp8c, sp84, sp78, false, cangangsta, 0);
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f32 score = prop_calculate_autoaim_score(prop, &screenpos, xrange, yrange, thisaimpos, false, cangangsta, 0);
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if (thing > bestthing) {
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if (score > bestscore) {
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bestthing = thing;
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bestscore = score;
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aimpos[0] = sp78[0];
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aimpos[0] = thisaimpos[0];
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aimpos[1] = sp78[1];
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aimpos[1] = thisaimpos[1];
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bestprop = prop;
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bestprop = prop;
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if (thing >= 1) {
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if (score >= 1) {
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break;
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break;
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}
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}
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}
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}
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@ -3308,7 +3308,7 @@ void props_defrag_room_props(void)
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}
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}
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}
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}
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void func0f0661fc(void)
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void prop_debug_roomblocks(void)
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{
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{
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// empty
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// empty
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}
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}
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@ -784,7 +784,7 @@ bool func0f0679ac(struct model *model, f32 *max, f32 *min, f32 arg3[2], f32 arg4
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return !first;
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return !first;
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}
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}
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void func0f067bc4(struct model *model, f32 *max, f32 *min, s32 axis)
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void model_get_screen_coords_by_axis(struct model *model, f32 *max, f32 *min, s32 axis)
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{
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{
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struct modelnode *node = model->definition->rootnode;
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struct modelnode *node = model->definition->rootnode;
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bool first = true;
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bool first = true;
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@ -837,10 +837,10 @@ void func0f067bc4(struct model *model, f32 *max, f32 *min, s32 axis)
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}
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}
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}
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}
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void func0f067d88(struct model *model, f32 *arg1, f32 *arg2, f32 *arg3, f32 *arg4)
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void model_get_screen_coords3(struct model *model, f32 *xmax, f32 *xmin, f32 *ymax, f32 *ymin)
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{
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{
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func0f067bc4(model, arg1, arg2, 0);
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model_get_screen_coords_by_axis(model, xmax, xmin, 0);
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func0f067bc4(model, arg3, arg4, 1);
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model_get_screen_coords_by_axis(model, ymax, ymin, 1);
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}
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}
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bool model_get_screen_coords2(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1)
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bool model_get_screen_coords2(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1)
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@ -17642,7 +17642,7 @@ s32 obj_test_for_pickup(struct prop *prop)
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return TICKOP_NONE;
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return TICKOP_NONE;
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}
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}
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||||||
|
|
||||||
bool func0f0899dc(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3)
|
bool func0f0899dc(struct prop *prop, struct coord *arg1, f32 *xrange, f32 *yrange)
|
||||||
{
|
{
|
||||||
if (prop->flags & PROPFLAG_ONTHISSCREENTHISTICK) {
|
if (prop->flags & PROPFLAG_ONTHISSCREENTHISTICK) {
|
||||||
struct defaultobj *obj = prop->obj;
|
struct defaultobj *obj = prop->obj;
|
||||||
|
@ -17654,13 +17654,13 @@ bool func0f0899dc(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3)
|
||||||
arg1->x = matrix->m[3][0];
|
arg1->x = matrix->m[3][0];
|
||||||
arg1->y = matrix->m[3][1];
|
arg1->y = matrix->m[3][1];
|
||||||
|
|
||||||
arg3[0] = 0;
|
yrange[0] = 0;
|
||||||
arg3[1] = 0;
|
yrange[1] = 0;
|
||||||
|
|
||||||
arg2[0] = 0;
|
xrange[0] = 0;
|
||||||
arg2[1] = 0;
|
xrange[1] = 0;
|
||||||
|
|
||||||
func0f067d88(obj->model, &arg2[1], &arg2[0], &arg3[1], &arg3[0]);
|
model_get_screen_coords3(obj->model, &xrange[1], &xrange[0], &yrange[1], &yrange[0]);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
|
@ -50,7 +50,7 @@ void chr_test_hit(struct prop *prop, struct shotdata *shotdata, bool isshooting,
|
||||||
void chr_hit(struct shotdata *shotdata, struct hit *hit);
|
void chr_hit(struct shotdata *shotdata, struct hit *hit);
|
||||||
void chranimdebug_everyone(bool enable);
|
void chranimdebug_everyone(bool enable);
|
||||||
void chrs_check_for_noise(f32 noiseradius);
|
void chrs_check_for_noise(f32 noiseradius);
|
||||||
bool chr_calculate_auto_aim(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3);
|
bool chr_calculate_autoaim(struct prop *prop, struct coord *screenpos, f32 *xrange, f32 *yrange);
|
||||||
s32 shieldhit_node_to_cmnum(struct prop *arg0, struct modelnode *node, struct model *model, struct prop *arg3);
|
s32 shieldhit_node_to_cmnum(struct prop *arg0, struct modelnode *node, struct model *model, struct prop *arg3);
|
||||||
bool shieldhit_cmnum_to_node(s32 arg0, struct prop *prop, struct prop **propptr, struct modelnode **nodeptr, struct model **modelptr);
|
bool shieldhit_cmnum_to_node(s32 arg0, struct prop *prop, struct prop **propptr, struct modelnode **nodeptr, struct model **modelptr);
|
||||||
void shieldhit_create(struct prop *rootprop, f32 shield, struct prop *hitprop, struct modelnode *node, struct model *model, s32 side, s16 *arg6);
|
void shieldhit_create(struct prop *rootprop, f32 shield, struct prop *hitprop, struct modelnode *node, struct model *model, s32 side, s16 *arg6);
|
||||||
|
|
|
@ -22,8 +22,8 @@ void prop_reparent(struct prop *mover, struct prop *adopter);
|
||||||
void prop_detach(struct prop *prop);
|
void prop_detach(struct prop *prop);
|
||||||
Gfx *prop_render(Gfx *gdl, struct prop *prop, bool xlupass);
|
Gfx *prop_render(Gfx *gdl, struct prop *prop, bool xlupass);
|
||||||
Gfx *props_render(Gfx *gdl, RoomNum renderroomnum, s32 renderpass, RoomNum *roomnumsbyprop);
|
Gfx *props_render(Gfx *gdl, RoomNum renderroomnum, s32 renderpass, RoomNum *roomnumsbyprop);
|
||||||
void weapon_play_whoosh_sound(s32 weaponnum, struct prop *prop);
|
void weapon_play_melee_miss_sound(s32 weaponnum, struct prop *prop);
|
||||||
void func0f060bac(s32 weaponnum, struct prop *prop);
|
void weapon_play_melee_hit_sound(s32 weaponnum, struct prop *prop);
|
||||||
struct prop *shot_calculate_hits(s32 handnum, bool isshooting, struct coord *gunpos2d, struct coord *gundir2d, struct coord *gunpos3d, struct coord *gundir3d, u32 arg6, f32 distance, bool arg8);
|
struct prop *shot_calculate_hits(s32 handnum, bool isshooting, struct coord *gunpos2d, struct coord *gundir2d, struct coord *gunpos3d, struct coord *gundir3d, u32 arg6, f32 distance, bool arg8);
|
||||||
struct prop *prop_find_aiming_at(s32 handnum, bool isshooting, u32 context);
|
struct prop *prop_find_aiming_at(s32 handnum, bool isshooting, u32 context);
|
||||||
void shot_create(s32 handnum, bool arg1, bool dorandom, s32 numshots, bool arg4);
|
void shot_create(s32 handnum, bool arg1, bool dorandom, s32 numshots, bool arg4);
|
||||||
|
@ -41,7 +41,6 @@ void props_tick_player(bool islastplayer);
|
||||||
void props_tick_pad_effects(void);
|
void props_tick_pad_effects(void);
|
||||||
void prop_set_perim_enabled(struct prop *prop, bool enable);
|
void prop_set_perim_enabled(struct prop *prop, bool enable);
|
||||||
void props_test_for_pickup(void);
|
void props_test_for_pickup(void);
|
||||||
f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f32 *arg4, bool throughobjects, bool cangangsta, s32 arg7);
|
|
||||||
void farsight_choose_target(void);
|
void farsight_choose_target(void);
|
||||||
void autoaim_tick(void);
|
void autoaim_tick(void);
|
||||||
u32 prop_door_get_cd_types(struct prop *prop);
|
u32 prop_door_get_cd_types(struct prop *prop);
|
||||||
|
|
|
@ -57,8 +57,8 @@ bool func0f0677ac(struct coord *coord, struct coord *arg1, struct coord *pos, st
|
||||||
bool func0f0678f8(struct coord *coord, struct coord *arg1, s32 padnum);
|
bool func0f0678f8(struct coord *coord, struct coord *arg1, s32 padnum);
|
||||||
bool func0f06797c(struct coord *coord, f32 arg1, s32 padnum);
|
bool func0f06797c(struct coord *coord, f32 arg1, s32 padnum);
|
||||||
bool func0f0679ac(struct model *model, f32 *max, f32 *min, f32 arg3[2], f32 arg4[2]);
|
bool func0f0679ac(struct model *model, f32 *max, f32 *min, f32 arg3[2], f32 arg4[2]);
|
||||||
void func0f067bc4(struct model *model, f32 *max, f32 *min, s32 axis);
|
void model_get_screen_coords_by_axis(struct model *model, f32 *max, f32 *min, s32 axis);
|
||||||
void func0f067d88(struct model *model, f32 *arg1, f32 *arg2, f32 *arg3, f32 *arg4);
|
void model_get_screen_coords3(struct model *model, f32 *xmax, f32 *xmin, f32 *ymax, f32 *ymin);
|
||||||
bool model_get_screen_coords2(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1);
|
bool model_get_screen_coords2(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1);
|
||||||
bool model_get_screen_coords(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1);
|
bool model_get_screen_coords(struct model *model, f32 *x2, f32 *x1, f32 *y2, f32 *y1);
|
||||||
void func0f06803c(struct coord *arg0, f32 *arg1, f32 *arg2, f32 *arg3, f32 *arg4);
|
void func0f06803c(struct coord *arg0, f32 *arg1, f32 *arg2, f32 *arg3, f32 *arg4);
|
||||||
|
@ -258,7 +258,7 @@ void weapon_get_pickup_text(char *buffer, s32 weaponnum, bool dual);
|
||||||
void current_player_queue_pickup_weapon_hudmsg(u32 weaponnum, bool dual);
|
void current_player_queue_pickup_weapon_hudmsg(u32 weaponnum, bool dual);
|
||||||
s32 prop_pickup_by_player(struct prop *prop, bool showhudmsg);
|
s32 prop_pickup_by_player(struct prop *prop, bool showhudmsg);
|
||||||
s32 obj_test_for_pickup(struct prop *prop);
|
s32 obj_test_for_pickup(struct prop *prop);
|
||||||
bool func0f0899dc(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3);
|
bool func0f0899dc(struct prop *prop, struct coord *arg1, f32 *xrange, f32 *yrange);
|
||||||
void model_free_vertices(s32 vtxstoretype, struct model *model);
|
void model_free_vertices(s32 vtxstoretype, struct model *model);
|
||||||
struct prop *hat_apply_to_chr(struct hatobj *hat, struct chrdata *chr, struct modeldef *modeldef, struct prop *prop, struct model *model);
|
struct prop *hat_apply_to_chr(struct hatobj *hat, struct chrdata *chr, struct modeldef *modeldef, struct prop *prop, struct model *model);
|
||||||
void hat_load_and_apply_to_chr(struct hatobj *hat, struct chrdata *chr);
|
void hat_load_and_apply_to_chr(struct hatobj *hat, struct chrdata *chr);
|
||||||
|
|
Loading…
Reference in New Issue