Decompile chrHit
This commit is contained in:
parent
271ecdd364
commit
ad90b9ca0f
1083
src/game/chr/chr.c
1083
src/game/chr/chr.c
File diff suppressed because it is too large
Load Diff
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@ -4170,7 +4170,7 @@ void chrDamageByLaser(struct chrdata *chr, f32 damage, struct coord *vector, str
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NULL); // explosionpos
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}
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void func0f0341dc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, u32 hitpart, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg10)
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void func0f0341dc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, s32 hitpart, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg10)
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{
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chrDamage(chr, damage, vector, gset, prop, hitpart,
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true, // damageshield
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@ -636,7 +636,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc
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for (i = 0; i != 10; i++) {
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shotdata.hits[i].prop = NULL;
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shotdata.hits[i].unk08 = 0;
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shotdata.hits[i].hitpart = 0;
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shotdata.hits[i].node = NULL;
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}
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@ -755,9 +755,9 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc
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}
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if (root->type == PROPTYPE_CHR || root->type == PROPTYPE_PLAYER) {
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func0f027e1c(&shotdata, &shotdata.hits[i]);
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chrHit(&shotdata, &shotdata.hits[i]);
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} else if (hitprop->type == PROPTYPE_OBJ || hitprop->type == PROPTYPE_WEAPON || hitprop->type == PROPTYPE_DOOR) {
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func0f085eac(&shotdata, &shotdata.hits[i]);
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objHit(&shotdata, &shotdata.hits[i]);
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}
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if (shotdata.hits[i].unk4d) {
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@ -995,7 +995,7 @@ void handCreateBulletRaycast(s32 handnum, bool arg1, bool dorandom, s32 arg3, bo
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}
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}
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void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 arg3, struct modelnode *node, struct hitthing *hitthing, s32 arg6, struct modelnode *arg7, struct model *model, bool arg9, s32 arg10, struct coord *arg11, struct coord *arg12)
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void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 hitpart, struct modelnode *node, struct hitthing *hitthing, s32 arg6, struct modelnode *arg7, struct model *model, bool arg9, s32 arg10, struct coord *arg11, struct coord *arg12)
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{
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s32 i;
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f32 fVar8;
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@ -1054,7 +1054,7 @@ void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 ar
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hit->distance = arg2;
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hit->prop = prop;
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hit->unk08 = arg3;
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hit->hitpart = hitpart;
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hit->node = node;
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hit->hitthing = *hitthing;
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hit->unk40 = arg6;
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@ -59299,7 +59299,7 @@ void func0f085e00(struct prop *prop, struct shotdata *shotdata)
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#if VERSION >= VERSION_NTSC_1_0
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GLOBAL_ASM(
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glabel func0f085eac
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glabel objHit
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/* f085eac: 27bdfee0 */ addiu $sp,$sp,-288
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/* f085eb0: afbf0034 */ sw $ra,0x34($sp)
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/* f085eb4: afa40120 */ sw $a0,0x120($sp)
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@ -60030,7 +60030,7 @@ glabel func0f085eac
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);
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#else
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GLOBAL_ASM(
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glabel func0f085eac
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glabel objHit
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/* f084710: 27bdfee0 */ addiu $sp,$sp,-288
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/* f084714: afbf0034 */ sw $ra,0x34($sp)
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/* f084718: afa40120 */ sw $a0,0x120($sp)
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@ -38,11 +38,11 @@ void bodyGetBloodColour(s16 bodynum, u8 *colour1, u32 *colour2);
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Gfx *chrRender(struct prop *prop, Gfx *gdl, bool withalpha);
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void chrEmitSparks(struct chrdata *chr, struct prop *prop, s32 hitpart, struct coord *coord, struct coord *coord2, struct chrdata *chr2);
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u32 func0f0260c4(void);
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u32 func0f0268bc(void);
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void func0f0268bc(struct model *model, s32 hitpart, struct modelnode *node, struct coord *arg3);
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u32 func0f0270f4(void);
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f32 func0f0278a4(struct chrdata *chr);
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void func0f027994(struct prop *prop, struct shotdata *shotdata, bool arg2, bool arg3);
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void func0f027e1c(struct shotdata *shotdata, struct hit *hit);
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void chrHit(struct shotdata *shotdata, struct hit *hit);
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void func0f028498(bool value);
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void chrsCheckForNoise(f32 noiseradius);
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bool chrCalculateAutoAim(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3);
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@ -61,7 +61,7 @@ void chrSetShield(struct chrdata *chr, f32 shield);
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bool func0f034080(struct chrdata *chr, struct modelnode *node, struct prop *prop, struct model *model, s32 side, s16 *arg5);
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void chrDamageByMisc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop);
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void chrDamageByLaser(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop);
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void func0f0341dc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, u32 hitpart, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg10);
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void func0f0341dc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, s32 hitpart, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg10);
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void chrDamageByImpact(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, s32 arg5);
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void chrDamageByExplosion(struct chrdata *chr, f32 damage, struct coord *vector, struct prop *prop, struct coord *explosionpos);
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void playerUpdateDamageStats(struct prop *attacker, struct prop *victim, f32 damage);
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@ -23,7 +23,7 @@ void func0f060bac(s32 weaponnum, struct prop *prop);
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struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struct coord *arg3, struct coord *gunpos, struct coord *dir, u32 arg6, f32 arg7, bool arg8);
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struct prop *func0f061d54(s32 handnum, u32 arg1, u32 arg2);
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void handCreateBulletRaycast(s32 handnum, bool arg1, bool dorandom, s32 arg3, bool arg4);
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void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 arg3, struct modelnode *node, struct hitthing *hitthing, s32 arg6, struct modelnode *arg7, struct model *model, bool arg9, s32 arg10, struct coord *arg11, struct coord *arg12);
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void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 hitpart, struct modelnode *node, struct hitthing *hitthing, s32 arg6, struct modelnode *arg7, struct model *model, bool arg9, s32 arg10, struct coord *arg11, struct coord *arg12);
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void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2);
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void handTickAttack(s32 handnum);
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void handsTickAttack(void);
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@ -236,7 +236,7 @@ void objTakeGunfire(struct defaultobj *obj, f32 damage, struct coord *pos, s32 w
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void objDamage(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum);
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void func0f0859a0(struct prop *prop, struct shotdata *shotdata);
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void func0f085e00(struct prop *prop, struct shotdata *shotdata);
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void func0f085eac(struct shotdata *shotdata, struct hit *hit);
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void objHit(struct shotdata *shotdata, struct hit *hit);
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u32 propobjGetCiTagId(struct prop *prop);
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bool objIsHealthy(struct defaultobj *obj);
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bool objTestForInteract(struct prop *prop);
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@ -13,7 +13,7 @@ void func0f13e640(struct var800a41b0 *thing, u32 arg1);
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u32 func0f13e744(void);
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u32 func0f13e994(void);
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void func0f13eb44(void);
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void func0f13f3f4(struct coord *arg0, struct coord *arg1, struct coord *arg2, u32 arg3, u32 arg4, u32 arg5, s32 room, u32 arg7, s32 arg8, u32 arg9, struct chrdata *chr, bool arg11);
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void func0f13f3f4(struct coord *arg0, struct coord *arg1, struct coord *arg2, u32 arg3, u32 arg4, u32 arg5, s32 room, struct prop *arg7, s32 arg8, u32 arg9, struct chrdata *chr, bool arg11);
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u32 func0f13f504(void);
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s32 func0f140750(struct coord *coord);
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u32 func0f1408a8(void);
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@ -6268,6 +6268,7 @@ struct var800ab718 {
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u32 unk10;
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};
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// This struct might be the same struct as shotdata
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struct splat {
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/*0x000*/ struct coord unk000;
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/*0x00c*/ struct coord unk00c;
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@ -7062,7 +7063,7 @@ struct hitthing {
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struct hit {
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/*0x00*/ f32 distance;
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/*0x04*/ struct prop *prop;
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/*0x08*/ u32 unk08;
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/*0x08*/ s32 hitpart;
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/*0x0c*/ struct modelnode *node;
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/*0x10*/ struct hitthing hitthing;
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/*0x40*/ u32 unk40;
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