Decompile chrTickShoot
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eeea819b2d
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d5779ef268
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@ -510,7 +510,7 @@ void botactCreateSlayerRocket(struct chrdata *chr)
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struct coord sp100;
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yrot = chrGetAimAngle(chr);
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xrot = func0f03e754(chr);
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xrot = chrGetPitchAngle(chr);
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sp100.x = cosf(xrot) * sinf(yrot);
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sp100.y = sinf(xrot);
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8240
src/game/chraction.c
8240
src/game/chraction.c
File diff suppressed because it is too large
Load Diff
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@ -993,7 +993,7 @@ struct prop *func0f061d54(s32 handnum, u32 arg1, u32 arg2)
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shotCalculateHits(handnum, arg1, &sp58, &sp64, &sp40, &sp4c, 0, 4294836224, PLAYERCOUNT() >= 2);
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}
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void handCreateBulletRaycast(s32 handnum, bool arg1, bool dorandom, s32 arg3, bool arg4)
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void shotCreate(s32 handnum, bool arg1, bool dorandom, s32 arg3, bool arg4)
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{
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struct coord shootdir;
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struct coord shootpos;
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@ -1294,14 +1294,14 @@ void handTickAttack(s32 handnum)
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mpstatsIncrementPlayerShotCount2(&gset, 0);
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if (weaponnum == WEAPON_SHOTGUN) {
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handCreateBulletRaycast(handnum, true, true, 1, true);
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handCreateBulletRaycast(handnum, true, true, 1, true);
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handCreateBulletRaycast(handnum, true, true, 1, true);
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handCreateBulletRaycast(handnum, true, true, 1, true);
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handCreateBulletRaycast(handnum, true, true, 1, true);
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handCreateBulletRaycast(handnum, true, true, 1, true);
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shotCreate(handnum, true, true, 1, true);
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shotCreate(handnum, true, true, 1, true);
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shotCreate(handnum, true, true, 1, true);
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shotCreate(handnum, true, true, 1, true);
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shotCreate(handnum, true, true, 1, true);
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shotCreate(handnum, true, true, 1, true);
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} else {
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handCreateBulletRaycast(handnum, true, true, bgunGetShotsToTake(handnum), g_Vars.mplayerisrunning);
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shotCreate(handnum, true, true, bgunGetShotsToTake(handnum), g_Vars.mplayerisrunning);
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}
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mpstats0f0b0520();
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@ -137,7 +137,7 @@ void chrTickSurprised(struct chrdata *chr);
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void chrCreateFireslot(struct chrdata *chr, s32 handnum, bool withsound, bool withbeam, struct coord *from, struct coord *to);
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f32 chrGetInverseTheta(struct chrdata *chr);
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f32 chrGetAimAngle(struct chrdata *chr);
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f32 func0f03e754(struct chrdata *chr);
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f32 chrGetPitchAngle(struct chrdata *chr);
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s32 chrTurn(struct chrdata *chr, s32 turning, f32 endanimframe, f32 speed, f32 toleranceangle);
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bool func0f03e9f4(struct chrdata *chr, struct attackanimconfig *animcfg, s32 arg2, s32 arg3, f32 arg4);
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void chrCalculateAimEndProperties(struct chrdata *chr, struct attackanimconfig *animcfg, bool firingleft, bool firingright, f32 shootrotx);
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@ -146,7 +146,7 @@ void chrCalculateHit(struct chrdata *chr, bool *angleokptr, bool *hit, struct gs
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bool chrGetGunPos(struct chrdata *chr, s32 handnum, struct coord *gunpos);
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void chrCalculateShieldHit(struct chrdata *chr, struct coord *pos, struct coord *vector, struct modelnode **node, s32 *hitpart, struct model **model, s32 *side);
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void chrCalculateTrajectory(struct coord *frompos, f32 arg1, struct coord *aimpos, struct coord *arg3);
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void chrShoot(struct chrdata *chr, s32 handnum);
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void chrTickShoot(struct chrdata *chr, s32 handnum);
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void func0f041a74(struct chrdata *chr);
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bool func0f041c44(struct chrdata *chr);
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void chrAttackAmountUpdateAnimation(struct chrdata *chr);
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@ -24,7 +24,7 @@ void weaponPlayWhooshSound(s32 weaponnum, struct prop *prop);
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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 shotCreate(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 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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