Rename chr functions

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Ryan Dwyer committed 2021-12-14 20:02:53 +10:00
1 parent ba1c627d8c
commit 1affcb2780
23 files changed
+434 -434

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+106 -106
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@@ -1648,15 +1648,15 @@ f32 func0f02e684(struct prop *prop, f32 arg1, f32 arg2)
f32 ymin;
f32 width;
propChrGetBbox(prop, &width, &ymax, &ymin);
chrGetBbox(prop, &width, &ymax, &ymin);
return func0f02e550(prop, arg1, arg2, CDTYPE_ALL, ymax, ymin);
}
void chrStandChooseAnimation(struct chrdata *chr, f32 mergetime)
{
struct prop *gun1 = chrGetEquippedWeaponProp(chr, 1);
struct prop *gun2 = chrGetEquippedWeaponProp(chr, 0);
struct prop *gun1 = chrGetHeldProp(chr, 1);
struct prop *gun2 = chrGetHeldProp(chr, 0);
s32 race = CHRRACE(chr);
s32 prevanimnum = modelGetAnimNum(chr->model);
@@ -1819,8 +1819,8 @@ void chrStop(struct chrdata *chr)
void chrKneelChooseAnimation(struct chrdata *chr)
{
struct prop *gun1 = chrGetEquippedWeaponProp(chr, 1);
struct prop *gun2 = chrGetEquippedWeaponProp(chr, 0);
struct prop *gun1 = chrGetHeldProp(chr, 1);
struct prop *gun2 = chrGetHeldProp(chr, 0);
if (chr->aibot == NULL) {
if ((gun1 && gun2)
@@ -1853,8 +1853,8 @@ void chrKneel(struct chrdata *chr)
void chrStartAlarmChooseAnimation(struct chrdata *chr)
{
struct prop *gun1 = chrGetEquippedWeaponProp(chr, 1);
struct prop *gun2 = chrGetEquippedWeaponProp(chr, 0);
struct prop *gun1 = chrGetHeldProp(chr, 1);
struct prop *gun2 = chrGetHeldProp(chr, 0);
bool flip = false;
if (gun1 && !gun2) {
@@ -1925,8 +1925,8 @@ void chrThrowGrenade(struct chrdata *chr, s32 hand, s32 needsequip)
void chrSurprisedChooseAnimation(struct chrdata *chr)
{
if (chr->act_surprised.type == 1) {
struct prop *gun1 = chrGetEquippedWeaponProp(chr, 1);
struct prop *gun0 = chrGetEquippedWeaponProp(chr, 0);
struct prop *gun1 = chrGetHeldProp(chr, 1);
struct prop *gun0 = chrGetHeldProp(chr, 0);
s32 flip = 0;
if (gun1 != NULL && gun0 == NULL) {
@@ -2009,8 +2009,8 @@ void chrDoSurprisedLookAround(struct chrdata *chr)
void chrSurrenderChooseAnimation(struct chrdata *chr)
{
struct prop *gun1 = chrGetEquippedWeaponProp(chr, 1);
struct prop *gun0 = chrGetEquippedWeaponProp(chr, 0);
struct prop *gun1 = chrGetHeldProp(chr, 1);
struct prop *gun0 = chrGetHeldProp(chr, 0);
if (gun0 || gun1) {
modelSetAnimation(chr->model, ANIM_SURRENDER_002F, random() & 1, 0, 0.5, 16);
@@ -2053,8 +2053,8 @@ void chrSurrender(struct chrdata *chr)
void chrSidestepChooseAnimation(struct chrdata *chr)
{
struct prop *gun1 = chrGetEquippedWeaponProp(chr, 1);
struct prop *gun2 = chrGetEquippedWeaponProp(chr, 0);
struct prop *gun1 = chrGetHeldProp(chr, 1);
struct prop *gun2 = chrGetHeldProp(chr, 0);
bool flip = false;
bool allowflip = false;
u32 race = CHRRACE(chr);
@@ -2117,8 +2117,8 @@ void chrSidestep(struct chrdata *chr, bool side)
void chrJumpOutChooseAnimation(struct chrdata *chr)
{
struct prop *gun1 = chrGetEquippedWeaponProp(chr, 1);
struct prop *gun2 = chrGetEquippedWeaponProp(chr, 0);
struct prop *gun1 = chrGetHeldProp(chr, 1);
struct prop *gun2 = chrGetHeldProp(chr, 0);
bool flip = false;
if (gun1 && !gun2) {
@@ -2158,8 +2158,8 @@ void chrRunPosChooseAnimation(struct chrdata *chr)
f32 ydiff = chr->prop->pos.y - chr->act_runpos.pos.y;
f32 zdiff = chr->prop->pos.z - chr->act_runpos.pos.z;
f32 distance = sqrtf(xdiff * xdiff + zdiff * zdiff);
struct prop *gun1 = chrGetEquippedWeaponProp(chr, 1);
struct prop *gun2 = chrGetEquippedWeaponProp(chr, 0);
struct prop *gun1 = chrGetHeldProp(chr, 1);
struct prop *gun2 = chrGetHeldProp(chr, 0);
bool heavy = true;
bool flip;
s32 race = CHRRACE(chr);
@@ -2224,16 +2224,16 @@ void chrRunToPos(struct chrdata *chr, struct coord *pos)
void chrAttackStand(struct chrdata *chr, u32 attackflags, s32 entityid)
{
struct prop *leftgun = chrGetEquippedWeaponProp(chr, HAND_LEFT);
struct prop *rightgun = chrGetEquippedWeaponProp(chr, HAND_RIGHT);
struct prop *leftgun = chrGetHeldProp(chr, HAND_LEFT);
struct prop *rightgun = chrGetHeldProp(chr, HAND_RIGHT);
bool flip;
struct attackanimgroup **animgroup;
bool firing[] = {false, false};
s32 race = CHRRACE(chr);
if (leftgun && rightgun) {
struct prop *leftgun2 = chrGetEquippedWeaponPropWithCheck(chr, HAND_LEFT);
struct prop *rightgun2 = chrGetEquippedWeaponPropWithCheck(chr, HAND_RIGHT);
struct prop *leftgun2 = chrGetHeldUsableProp(chr, HAND_LEFT);
struct prop *rightgun2 = chrGetHeldUsableProp(chr, HAND_RIGHT);
if (leftgun2 && rightgun2) {
flip = random() % 2;
@@ -2280,7 +2280,7 @@ glabel chrAttackLie
/* f030310: afa5004c */ sw $a1,0x4c($sp)
/* f030314: afa60050 */ sw $a2,0x50($sp)
/* f030318: 00002825 */ or $a1,$zero,$zero
/* f03031c: 0fc0a209 */ jal chrGetEquippedWeaponProp
/* f03031c: 0fc0a209 */ jal chrGetHeldProp
/* f030320: afa40048 */ sw $a0,0x48($sp)
/* f030324: 3c0e8007 */ lui $t6,%hi(var80068024)
/* f030328: 25ce8024 */ addiu $t6,$t6,%lo(var80068024)
@@ -2321,7 +2321,7 @@ glabel chrAttackLie
//void chrAttackLie(struct chrdata *chr, u32 attackflags, s32 entityid)
//{
// u32 stack1[2];
// struct prop *gun = chrGetEquippedWeaponProp(chr, 0);
// struct prop *gun = chrGetHeldProp(chr, 0);
// s32 firing[2] = {false, false};
// u32 stack2[2];
//
@@ -2338,8 +2338,8 @@ glabel chrAttackLie
void chrAttackKneel(struct chrdata *chr, u32 attackflags, s32 entityid)
{
struct prop *leftgun = chrGetEquippedWeaponProp(chr, HAND_LEFT);
struct prop *rightgun = chrGetEquippedWeaponProp(chr, HAND_RIGHT);
struct prop *leftgun = chrGetHeldProp(chr, HAND_LEFT);
struct prop *rightgun = chrGetHeldProp(chr, HAND_RIGHT);
s32 flip;
struct attackanimgroup **animgroup;
bool firing[2] = {false, false};
@@ -2348,8 +2348,8 @@ void chrAttackKneel(struct chrdata *chr, u32 attackflags, s32 entityid)
struct prop *rightgun2;
if (leftgun && rightgun) {
leftgun2 = chrGetEquippedWeaponPropWithCheck(chr, HAND_LEFT);
rightgun2 = chrGetEquippedWeaponPropWithCheck(chr, HAND_RIGHT);
leftgun2 = chrGetHeldUsableProp(chr, HAND_LEFT);
rightgun2 = chrGetHeldUsableProp(chr, HAND_RIGHT);
if (leftgun2 && rightgun2) {
flip = random() % 2;
@@ -2397,8 +2397,8 @@ void chrAttackWalkChooseAnimation(struct chrdata *chr)
void chrAttackWalk(struct chrdata *chr, bool run)
{
struct attackanimconfig *animcfg;
struct prop *leftgun = chrGetEquippedWeaponProp(chr, HAND_LEFT);
struct prop *rightgun = chrGetEquippedWeaponProp(chr, HAND_RIGHT);
struct prop *leftgun = chrGetHeldProp(chr, HAND_LEFT);
struct prop *rightgun = chrGetHeldProp(chr, HAND_RIGHT);
bool flip;
bool firing[] = {false, false};
bool everytick[] = {false, false};
@@ -2408,8 +2408,8 @@ void chrAttackWalk(struct chrdata *chr, bool run)
struct weaponobj *weapon;
if (leftgun && rightgun) {
struct prop *leftgun2 = chrGetEquippedWeaponPropWithCheck(chr, HAND_LEFT);
struct prop *rightgun2 = chrGetEquippedWeaponPropWithCheck(chr, HAND_RIGHT);
struct prop *leftgun2 = chrGetHeldUsableProp(chr, HAND_LEFT);
struct prop *rightgun2 = chrGetHeldUsableProp(chr, HAND_RIGHT);
s32 style = 0;
if (leftgun2 && rightgun2) {
@@ -2482,7 +2482,7 @@ void chrAttackWalk(struct chrdata *chr, bool run)
for (i = 0; i < 2; i++) {
if (firing[i]) {
prop = chrGetEquippedWeaponProp(chr, i);
prop = chrGetHeldProp(chr, i);
weapon = prop->weapon;
if (weaponGetNumTicksPerShot(weapon->weaponnum, weapon->gunfunc) < 1) {
@@ -2568,8 +2568,8 @@ void chrAttackRollChooseAnimation(struct chrdata *chr)
void chrAttackRoll(struct chrdata *chr, bool toleft)
{
struct attackanimconfig *animcfg;
struct prop *leftgun = chrGetEquippedWeaponProp(chr, HAND_LEFT);
struct prop *rightgun = chrGetEquippedWeaponProp(chr, HAND_RIGHT);
struct prop *leftgun = chrGetHeldProp(chr, HAND_LEFT);
struct prop *rightgun = chrGetHeldProp(chr, HAND_RIGHT);
bool flip;
bool onehanded = false;
struct prop *prop;
@@ -2582,8 +2582,8 @@ void chrAttackRoll(struct chrdata *chr, bool toleft)
bool singleshot[] = {false, false};
if (leftgun && rightgun) {
struct prop *leftgun2 = chrGetEquippedWeaponPropWithCheck(chr, HAND_LEFT);
struct prop *rightgun2 = chrGetEquippedWeaponPropWithCheck(chr, HAND_RIGHT);
struct prop *leftgun2 = chrGetHeldUsableProp(chr, HAND_LEFT);
struct prop *rightgun2 = chrGetHeldUsableProp(chr, HAND_RIGHT);
if (leftgun2 && rightgun2) {
flip = random() % 2;
@@ -2640,7 +2640,7 @@ void chrAttackRoll(struct chrdata *chr, bool toleft)
for (i = 0; i < 2; i++) {
if (firing[i]) {
prop = chrGetEquippedWeaponProp(chr, i);
prop = chrGetHeldProp(chr, i);
weapon = prop->weapon;
if (weaponGetNumTicksPerShot(weapon->weaponnum, weapon->gunfunc) < 1) {
@@ -2883,7 +2883,7 @@ void chrAttack(struct chrdata *chr, struct attackanimgroup **animgroups, bool fl
for (i = 0; i < 2; i++) {
if (firing[i]) {
prop = chrGetEquippedWeaponProp(chr, i);
prop = chrGetHeldProp(chr, i);
if (prop == NULL) {
chrStandChooseAnimation(chr, 16);
@@ -2989,7 +2989,7 @@ void chrAttack(struct chrdata *chr, struct attackanimgroup **animgroups, bool fl
void chrAttackAmount(struct chrdata *chr, u32 attackflags, u32 entityid, u32 maxshots)
{
u32 stack;
struct prop *prop = chrGetEquippedWeaponProp(chr, 0);
struct prop *prop = chrGetHeldProp(chr, 0);
struct attackanimgroup **things = NULL;
bool firing[] = {false, false};
u32 race = CHRRACE(chr);
@@ -3542,8 +3542,8 @@ void chrBeginArgh(struct chrdata *chr, f32 angle, s32 hitpart)
&& g_AnimTablesByRace[race][index].injuryanimcount > 0) {
// If shot in a hand that's holding a gun, remap the hit location to the
// forearm because the hand injury animations assume the hand is empty.
struct prop *lgun = chrGetEquippedWeaponProp(chr, HAND_LEFT);
struct prop *rgun = chrGetEquippedWeaponProp(chr, HAND_RIGHT);
struct prop *lgun = chrGetHeldProp(chr, HAND_LEFT);
struct prop *rgun = chrGetHeldProp(chr, HAND_RIGHT);
s32 rowindex;
struct animtablerow *row;
@@ -4725,8 +4725,8 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
onehitko = true;
}
if (chrGetEquippedWeaponProp(chr, HAND_RIGHT) == NULL
&& chrGetEquippedWeaponProp(chr, HAND_LEFT) == NULL
if (chrGetHeldProp(chr, HAND_RIGHT) == NULL
&& chrGetHeldProp(chr, HAND_LEFT) == NULL
&& (chr->gunprop == NULL || chr->actiontype == ACT_SURRENDER || chr->actiontype == ACT_SURPRISED)) {
// Chr is unarmed and has no hope of getting their gun
onehitko = true;
@@ -4902,7 +4902,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
if (chr->aibot) {
aibotLoseGun(chr, aprop);
} else {
weapon = chrGetEquippedWeaponProp(chr, HAND_RIGHT);
weapon = chrGetHeldProp(chr, HAND_RIGHT);
if (weapon) {
chr->gunprop = weapon;
@@ -4910,7 +4910,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
chr->hidden |= CHRHFLAG_00000001;
}
weapon = chrGetEquippedWeaponProp(chr, HAND_LEFT);
weapon = chrGetHeldProp(chr, HAND_LEFT);
if (weapon) {
chr->gunprop = weapon;
@@ -5171,7 +5171,7 @@ bool func0f03645c(struct chrdata *chr, struct coord *arg1, s16 *arg2, struct coo
s16 sp30;
struct prop *prop = chr->prop;
propChrGetBbox(prop, &width, &ymax, &ymin);
chrGetBbox(prop, &width, &ymax, &ymin);
chrSetPerimEnabled(chr, false);
if (cd0002d840(arg1, arg2, arg3, &sp30, arg5, 1, ymax - prop->pos.y, ymin - prop->pos.y) != CDRESULT_COLLISION) {
@@ -5203,7 +5203,7 @@ bool func0f03654c(struct chrdata *chr, struct coord *pos, s16 *rooms, struct coo
prop = chr->prop;
chrSetPerimEnabled(chr, false);
propChrGetBbox(prop, &width, &ymax, &ymin);
chrGetBbox(prop, &width, &ymax, &ymin);
if ((rooms2 && cdTestAToB2(pos, rooms, pos2, rooms2, types, 1, ymax - prop->pos.y, ymin - prop->pos.y))
|| (rooms2 == NULL && cd0002d6ac(pos, rooms, pos2, types, 1, ymax - prop->pos.y, ymin - prop->pos.y))) {
@@ -5895,7 +5895,7 @@ void chrGoPosTickMagic(struct chrdata *chr, struct waydata *waydata, f32 speed,
// Reached end of segment
chrSetPerimEnabled(chr, false);
roomsCopy(rooms, sp118);
func0f021fa8(chr, arg3, sp118);
chr0f021fa8(chr, arg3, sp118);
ground = cdFindGroundY(arg3, chr->chrwidth, sp118, &floorcol, &floortype, 0, &floorroom, NULL, NULL);
@@ -5904,8 +5904,8 @@ void chrGoPosTickMagic(struct chrdata *chr, struct waydata *waydata, f32 speed,
spf4.z = arg3->z;
roomsCopy(rooms, sp118);
func0f021fa8(chr, &spf4, sp118);
propChrGetBbox(chr->prop, &width, &ymax, &ymin);
chr0f021fa8(chr, &spf4, sp118);
chrGetBbox(chr->prop, &width, &ymax, &ymin);
if (cdTestVolume(&spf4, chr->chrwidth, sp118, CDTYPE_ALL, 1, ymax - prop->pos.y, ymin - prop->pos.y) != CDRESULT_COLLISION) {
// Reached end of segment with no collision
@@ -6027,8 +6027,8 @@ void chrGoPosChooseAnimation(struct chrdata *chr)
{
s32 gospeed = chr->act_gopos.flags & 3;
s32 male = g_HeadsAndBodies[chr->bodynum].ismale;
struct prop *gun1 = chrGetEquippedWeaponProp(chr, 1);
struct prop *gun2 = chrGetEquippedWeaponProp(chr, 0);
struct prop *gun1 = chrGetHeldProp(chr, 1);
struct prop *gun2 = chrGetHeldProp(chr, 0);
s32 flip = false;
s32 heavy;
s32 race = CHRRACE(chr);
@@ -6415,8 +6415,8 @@ struct path *pathFindById(u32 path_id)
void chrPatrolChooseAnimation(struct chrdata *chr)
{
struct prop *leftprop = chrGetEquippedWeaponProp(chr, HAND_LEFT);
struct prop *rightprop = chrGetEquippedWeaponProp(chr, HAND_RIGHT);
struct prop *leftprop = chrGetHeldProp(chr, HAND_LEFT);
struct prop *rightprop = chrGetHeldProp(chr, HAND_RIGHT);
s32 flip;
bool heavy;
s32 race = CHRRACE(chr);
@@ -6511,7 +6511,7 @@ glabel var7f1a8dd0
/* f038c34: 27a50070 */ addiu $a1,$sp,0x70
/* f038c38: 27a60078 */ addiu $a2,$sp,0x78
/* f038c3c: 27a70074 */ addiu $a3,$sp,0x74
/* f038c40: 0fc0a277 */ jal propChrGetBbox
/* f038c40: 0fc0a277 */ jal chrGetBbox
/* f038c44: a7b9007c */ sh $t9,0x7c($sp)
/* f038c48: 02602025 */ or $a0,$s3,$zero
/* f038c4c: 0fc079ef */ jal chrSetPerimEnabled
@@ -6739,7 +6739,7 @@ glabel var7f1a8dd0
// rooms[0] = pad.room;
// rooms[1] = -1;
//
// propChrGetBbox(prop, &width, &ymax, &ymin);
// chrGetBbox(prop, &width, &ymax, &ymin);
//
// chrSetPerimEnabled(chr, false);
//
@@ -6839,10 +6839,10 @@ bool chrCanSeeEntity(struct chrdata *chr, struct coord *chrpos, s16 *chrrooms, b
result = true;
} else {
types = CDTYPE_DOORSWITHOUTFLAG | CDTYPE_ALL;
weaponprop = chrGetEquippedWeaponProp(chr, HAND_RIGHT);
weaponprop = chrGetHeldProp(chr, HAND_RIGHT);
if (weaponprop == NULL) {
weaponprop = chrGetEquippedWeaponProp(chr, HAND_LEFT);
weaponprop = chrGetHeldProp(chr, HAND_LEFT);
}
if (weaponprop) {
@@ -7317,7 +7317,7 @@ bool chrTryAttackWalk(struct chrdata *chr)
struct prop *prop = chr->prop;
if (chrCanSeeAttackTarget(chr, &prop->pos, prop->rooms, false)
&& (chrGetEquippedWeaponPropWithCheck(chr, 0) || chrGetEquippedWeaponPropWithCheck(chr, 1))
&& (chrGetHeldUsableProp(chr, 0) || chrGetHeldUsableProp(chr, 1))
&& g_Vars.lvframe60 - chr->lastwalk60 > PALDOWN(120)) {
struct prop *target = chrGetTargetProp(chr);
f32 x = target->pos.x - prop->pos.x;
@@ -7346,7 +7346,7 @@ bool chrTryAttackRun(struct chrdata *chr)
struct prop *prop = chr->prop;
if (chrCanSeeAttackTarget(chr, &prop->pos, prop->rooms, false)
&& (chrGetEquippedWeaponPropWithCheck(chr, 0) || chrGetEquippedWeaponPropWithCheck(chr, 1))
&& (chrGetHeldUsableProp(chr, 0) || chrGetHeldUsableProp(chr, 1))
&& g_Vars.lvframe60 - chr->lastwalk60 > PALDOWN(180)) {
struct prop *target = chrGetTargetProp(chr);
f32 x = target->pos.x - prop->pos.x;
@@ -7369,7 +7369,7 @@ bool chrTryAttackRoll(struct chrdata *chr)
struct prop *prop = chr->prop;
if (chrCanSeeAttackTarget(chr, &prop->pos, prop->rooms, false) &&
(chrGetEquippedWeaponPropWithCheck(chr, 0) || chrGetEquippedWeaponPropWithCheck(chr, 1))) {
(chrGetHeldUsableProp(chr, 0) || chrGetHeldUsableProp(chr, 1))) {
struct prop *target = chrGetTargetProp(chr);
f32 x = target->pos.x - prop->pos.x;
f32 y = target->pos.y - prop->pos.y;
@@ -7458,8 +7458,8 @@ bool chrTryAttackStand(struct chrdata *chr, u32 attackflags, s32 entityid)
}
if (race == RACE_HUMAN || race == RACE_SKEDAR) {
if (chrGetEquippedWeaponPropWithCheck(chr, 0) ||
(chrGetEquippedWeaponPropWithCheck(chr, 1))) {
if (chrGetHeldUsableProp(chr, 0) ||
(chrGetHeldUsableProp(chr, 1))) {
chrAttackStand(chr, attackflags, entityid);
return true;
}
@@ -7474,7 +7474,7 @@ bool chrTryAttackKneel(struct chrdata *chr, u32 attackflags, s32 entityid)
s32 race = CHRRACE(chr);
if (race == RACE_HUMAN || race == RACE_SKEDAR) {
if (chrIsReadyForOrders(chr) && (chrGetEquippedWeaponPropWithCheck(chr, 0) || chrGetEquippedWeaponPropWithCheck(chr, 1))) {
if (chrIsReadyForOrders(chr) && (chrGetHeldUsableProp(chr, 0) || chrGetHeldUsableProp(chr, 1))) {
chrAttackKneel(chr, attackflags, entityid);
return true;
}
@@ -7488,7 +7488,7 @@ bool chrTryAttackLie(struct chrdata *chr, u32 attackflags, s32 entityid)
s32 race = CHRRACE(chr);
if (race == RACE_HUMAN || race == RACE_SKEDAR) {
if (chrIsReadyForOrders(chr) && (chrGetEquippedWeaponPropWithCheck(chr, 0) || chrGetEquippedWeaponPropWithCheck(chr, 1))) {
if (chrIsReadyForOrders(chr) && (chrGetHeldUsableProp(chr, 0) || chrGetHeldUsableProp(chr, 1))) {
chrAttackLie(chr, attackflags, entityid);
return true;
}
@@ -8028,8 +8028,8 @@ s32 chrConsiderGrenadeThrow(struct chrdata *chr, u32 attackflags, u32 entityid)
}
if (target && cd0002dc18(&chr->prop->pos, chr->prop->rooms, &pos, 0x33)) {
struct prop *leftprop = chrGetEquippedWeaponProp(chr, 1);
struct prop *rightprop = chrGetEquippedWeaponProp(chr, 0);
struct prop *leftprop = chrGetHeldProp(chr, 1);
struct prop *rightprop = chrGetHeldProp(chr, 0);
struct weaponobj *weapon;
#if PIRACYCHECKS
@@ -8404,8 +8404,8 @@ void chrTickStand(struct chrdata *chr)
if ((relangle > 0.34901028871536f && relangle < 5.9331746101379f)
|| (relangle > 0.17450514435768f && relangle < 6.1076798439026f && !chr->act_stand.playwalkanim)) {
leftgun = chrGetEquippedWeaponProp(chr, HAND_LEFT);
rightgun = chrGetEquippedWeaponProp(chr, HAND_RIGHT);
leftgun = chrGetHeldProp(chr, HAND_LEFT);
rightgun = chrGetHeldProp(chr, HAND_RIGHT);
chr->act_stand.reaim = true;
chr->act_stand.turning = TURNSTATE_TURNING;
@@ -8694,7 +8694,7 @@ void chrAlertOthersOfInjury(struct chrdata *chr, bool dying)
{
s32 index = 0;
s32 numinrange = 0;
s32 numchrs = getNumChrSlots();
s32 numchrs = chrsGetNumSlots();
if (g_Vars.antiplayernum >= 0 && chr->prop == g_Vars.anti->prop) {
return;
@@ -9398,7 +9398,7 @@ void chrCreateFireslot(struct chrdata *chr, s32 handnum, bool withsound, bool wi
u8 duration;
u16 soundnum;
weaponprop = chrGetEquippedWeaponProp(chr, handnum);
weaponprop = chrGetHeldProp(chr, handnum);
if (weaponprop) {
weapon = weaponprop->weapon;
@@ -10259,12 +10259,12 @@ glabel var7f1a8fc8
/* f03f214: 11e00006 */ beqz $t7,.L0f03f230
/* f03f218: 8fa40190 */ lw $a0,0x190($sp)
/* f03f21c: 8fa40190 */ lw $a0,0x190($sp)
/* f03f220: 0fc0a209 */ jal chrGetEquippedWeaponProp
/* f03f220: 0fc0a209 */ jal chrGetHeldProp
/* f03f224: 00002825 */ or $a1,$zero,$zero
/* f03f228: 10000004 */ b .L0f03f23c
/* f03f22c: 00404025 */ or $t0,$v0,$zero
.L0f03f230:
/* f03f230: 0fc0a209 */ jal chrGetEquippedWeaponProp
/* f03f230: 0fc0a209 */ jal chrGetHeldProp
/* f03f234: 24050001 */ addiu $a1,$zero,0x1
/* f03f238: 00404025 */ or $t0,$v0,$zero
.L0f03f23c:
@@ -10673,7 +10673,7 @@ void chrResetAimEndProperties(struct chrdata *chr)
void chrSetFiring(struct chrdata *chr, s32 hand, bool firing)
{
struct prop *prop = chrGetEquippedWeaponProp(chr, hand);
struct prop *prop = chrGetHeldProp(chr, hand);
chr->prop->forcetick = firing ? true : false;
@@ -10684,7 +10684,7 @@ void chrSetFiring(struct chrdata *chr, s32 hand, bool firing)
bool chrIsGunfireVisible(struct chrdata *chr, s32 hand)
{
struct prop *prop = chrGetEquippedWeaponProp(chr, hand);
struct prop *prop = chrGetHeldProp(chr, hand);
if (prop) {
return weaponIsGunfireVisible(prop);
@@ -10915,7 +10915,7 @@ void chrCalculateHit(struct chrdata *chr, bool *angleokptr, bool *hit, struct gs
bool func0f03fde4(struct chrdata *chr, s32 handnum, struct coord *arg2)
{
struct prop *weaponprop = chrGetEquippedWeaponProp(chr, handnum);
struct prop *weaponprop = chrGetHeldProp(chr, handnum);
struct defaultobj *obj;
struct model *model;
bool result = false;
@@ -11370,7 +11370,7 @@ glabel var7f1a9184
/* f040688: 24020001 */ li $v0,0x1
/* f04068c: a3a2026f */ sb $v0,0x26f($sp)
.PF0f040690:
/* f040690: 0fc0a252 */ jal chrGetEquippedWeaponProp
/* f040690: 0fc0a252 */ jal chrGetHeldProp
/* f040694: afa40278 */ sw $a0,0x278($sp)
/* f040698: 5040055c */ beqzl $v0,.PF0f041c0c
/* f04069c: 8fbf0044 */ lw $ra,0x44($sp)
@@ -12968,7 +12968,7 @@ glabel var7f1a9184
/* f040504: 24020001 */ addiu $v0,$zero,0x1
/* f040508: a3a2026f */ sb $v0,0x26f($sp)
.L0f04050c:
/* f04050c: 0fc0a209 */ jal chrGetEquippedWeaponProp
/* f04050c: 0fc0a209 */ jal chrGetHeldProp
/* f040510: afa40278 */ sw $a0,0x278($sp)
/* f040514: 50400554 */ beqzl $v0,.L0f041a68
/* f040518: 8fbf0044 */ lw $ra,0x44($sp)
@@ -14558,7 +14558,7 @@ glabel var7f1a9184
/* f03fce4: 24020001 */ addiu $v0,$zero,0x1
/* f03fce8: a3a2026f */ sb $v0,0x26f($sp)
.NB0f03fcec:
/* f03fcec: 0fc0a074 */ jal chrGetEquippedWeaponProp
/* f03fcec: 0fc0a074 */ jal chrGetHeldProp
/* f03fcf0: afa40278 */ sw $a0,0x278($sp)
/* f03fcf4: 5040054e */ beqzl $v0,.NB0f041230
/* f03fcf8: 8fbf0044 */ lw $ra,0x44($sp)
@@ -17278,7 +17278,7 @@ void chrTickThrowGrenade(struct chrdata *chr)
model = chr->model;
frame = modelGetCurAnimFrame(model);
hand = model->anim->flip ? 1 : 0;
weaponprop = chrGetEquippedWeaponProp(chr, hand);
weaponprop = chrGetHeldProp(chr, hand);
if ((frame >= 20 && weaponprop && modelGetAnimNum(model) == ANIM_THROWGRENADE_STANDING) ||
(frame >= 1 && weaponprop && modelGetAnimNum(model) == ANIM_THROWGRENADE_NOPIN) ||
@@ -17787,7 +17787,7 @@ glabel var7f1a9244
/* f044c64: 27a50078 */ addiu $a1,$sp,0x78
/* f044c68: 27a7007c */ addiu $a3,$sp,0x7c
/* f044c6c: 27a60080 */ addiu $a2,$sp,0x80
/* f044c70: 0fc0a277 */ jal propChrGetBbox
/* f044c70: 0fc0a277 */ jal chrGetBbox
/* f044c74: afa4003c */ sw $a0,0x3c($sp)
/* f044c78: 8fa200ec */ lw $v0,0xec($sp)
/* f044c7c: c6060000 */ lwc1 $f6,0x0($s0)
@@ -18162,7 +18162,7 @@ glabel var7f1a9244
/* f044c64: 27a50078 */ addiu $a1,$sp,0x78
/* f044c68: 27a7007c */ addiu $a3,$sp,0x7c
/* f044c6c: 27a60080 */ addiu $a2,$sp,0x80
/* f044c70: 0fc0a277 */ jal propChrGetBbox
/* f044c70: 0fc0a277 */ jal chrGetBbox
/* f044c74: afa4003c */ sw $a0,0x3c($sp)
/* f044c78: 8fa200ec */ lw $v0,0xec($sp)
/* f044c7c: c6060000 */ lwc1 $f6,0x0($s0)
@@ -18537,7 +18537,7 @@ glabel var7f1a9244
/* f044c64: 27a50078 */ addiu $a1,$sp,0x78
/* f044c68: 27a7007c */ addiu $a3,$sp,0x7c
/* f044c6c: 27a60080 */ addiu $a2,$sp,0x80
/* f044c70: 0fc0a277 */ jal propChrGetBbox
/* f044c70: 0fc0a277 */ jal chrGetBbox
/* f044c74: afa4003c */ sw $a0,0x3c($sp)
/* f044c78: 8fa200ec */ lw $v0,0xec($sp)
/* f044c7c: c6060000 */ lwc1 $f6,0x0($s0)
@@ -18914,7 +18914,7 @@ glabel var7f1a9254
/* f0451d4: 27a50078 */ addiu $a1,$sp,0x78
/* f0451d8: 27a7007c */ addiu $a3,$sp,0x7c
/* f0451dc: 27a60080 */ addiu $a2,$sp,0x80
/* f0451e0: 0fc0a277 */ jal propChrGetBbox
/* f0451e0: 0fc0a277 */ jal chrGetBbox
/* f0451e4: afa4003c */ sw $a0,0x3c($sp)
/* f0451e8: 8fa200f4 */ lw $v0,0xf4($sp)
/* f0451ec: c6060000 */ lwc1 $f6,0x0($s0)
@@ -19308,7 +19308,7 @@ glabel var7f1a9254
/* f0451d4: 27a50078 */ addiu $a1,$sp,0x78
/* f0451d8: 27a7007c */ addiu $a3,$sp,0x7c
/* f0451dc: 27a60080 */ addiu $a2,$sp,0x80
/* f0451e0: 0fc0a277 */ jal propChrGetBbox
/* f0451e0: 0fc0a277 */ jal chrGetBbox
/* f0451e4: afa4003c */ sw $a0,0x3c($sp)
/* f0451e8: 8fa200f4 */ lw $v0,0xf4($sp)
/* f0451ec: c6060000 */ lwc1 $f6,0x0($s0)
@@ -19702,7 +19702,7 @@ glabel var7f1a9254
/* f0451d4: 27a50078 */ addiu $a1,$sp,0x78
/* f0451d8: 27a7007c */ addiu $a3,$sp,0x7c
/* f0451dc: 27a60080 */ addiu $a2,$sp,0x80
/* f0451e0: 0fc0a277 */ jal propChrGetBbox
/* f0451e0: 0fc0a277 */ jal chrGetBbox
/* f0451e4: afa4003c */ sw $a0,0x3c($sp)
/* f0451e8: 8fa200f4 */ lw $v0,0xf4($sp)
/* f0451ec: c6060000 */ lwc1 $f6,0x0($s0)
@@ -21922,7 +21922,7 @@ bool chrStartSkJump(struct chrdata *chr, u8 arg1, u8 arg2, s32 arg3, u8 arg4)
return false;
}
propChrGetBbox(prop, &width, &ymax, &ymin);
chrGetBbox(prop, &width, &ymax, &ymin);
chrSetPerimEnabled(chr, false);
propSetPerimEnabled(target, false);
iVar2 = cd0002d6ac(&prop->pos, prop->rooms, &target->pos, 51, 1,
@@ -22238,7 +22238,7 @@ glabel func0f048398
/* f0483b4: afb30024 */ sw $s3,0x24($sp)
/* f0483b8: afb20020 */ sw $s2,0x20($sp)
/* f0483bc: afb1001c */ sw $s1,0x1c($sp)
/* f0483c0: 0fc07934 */ jal getNumChrSlots
/* f0483c0: 0fc07934 */ jal chrsGetNumSlots
/* f0483c4: afb00018 */ sw $s0,0x18($sp)
/* f0483c8: 3c1e8006 */ lui $s8,%hi(var80062cb0)
/* f0483cc: 27de2cb0 */ addiu $s8,$s8,%lo(var80062cb0)
@@ -22698,7 +22698,7 @@ glabel func0f048398
/* f0483b4: afb30024 */ sw $s3,0x24($sp)
/* f0483b8: afb20020 */ sw $s2,0x20($sp)
/* f0483bc: afb1001c */ sw $s1,0x1c($sp)
/* f0483c0: 0fc07934 */ jal getNumChrSlots
/* f0483c0: 0fc07934 */ jal chrsGetNumSlots
/* f0483c4: afb00018 */ sw $s0,0x18($sp)
/* f0483c8: 3c1e8006 */ lui $s8,%hi(var80062cb0)
/* f0483cc: 27de2cb0 */ addiu $s8,$s8,%lo(var80062cb0)
@@ -23158,7 +23158,7 @@ glabel func0f048398
/* f047ad8: afb30024 */ sw $s3,0x24($sp)
/* f047adc: afb20020 */ sw $s2,0x20($sp)
/* f047ae0: afb1001c */ sw $s1,0x1c($sp)
/* f047ae4: 0fc0786c */ jal getNumChrSlots
/* f047ae4: 0fc0786c */ jal chrsGetNumSlots
/* f047ae8: afb00018 */ sw $s0,0x18($sp)
/* f047aec: afa20098 */ sw $v0,0x98($sp)
/* f047af0: 00008025 */ or $s0,$zero,$zero
@@ -23462,7 +23462,7 @@ glabel func0f048398
// Mismatch because it uses the stack differently.
//void func0f048398(void)
//{
// s32 numchrs = getNumChrSlots(); // e0
// s32 numchrs = chrsGetNumSlots(); // e0
// s32 numalivewithpropflag80; // dc
// struct chrdata *spb8[10];
// struct chrdata *spa4[5]; // a4
@@ -24198,7 +24198,7 @@ void chrsClearRefsToPlayer(s32 playernum)
playerpropnum = g_Vars.coop->prop - g_Vars.props;
}
for (i = 0; i < getNumChrSlots(); i++) {
for (i = 0; i < chrsGetNumSlots(); i++) {
if (g_ChrSlots[i].p1p2 == playernum) {
g_ChrSlots[i].p1p2 = otherplayernum;
}
@@ -25073,7 +25073,7 @@ bool chrAdjustPosForSpawn(f32 width, struct coord *pos, s16 *rooms, f32 angle, b
if ((arg6 && cd0002d840(pos, rooms, &testpos, testrooms, CDTYPE_ALL & ~CDTYPE_PLAYERS, 1, ymax, -200) != CDRESULT_COLLISION)
|| (!arg6 && cd0002deac(pos, rooms, &testpos, testrooms, CDTYPE_BG))) {
func0f021fa8(NULL, &testpos, testrooms);
chr0f021fa8(NULL, &testpos, testrooms);
ground = cdFindGroundYSimple(&testpos, width, testrooms, 0, 0);
ymin = -200;
@@ -25167,7 +25167,7 @@ struct prop *chrSpawnAtCoord(s32 bodynum, s32 headnum, struct coord *pos, s16 *r
s16 rooms2[8];
s32 stack;
if (getNumFreeChrSlots() > 1) {
if (chrsGetNumFree() > 1) {
if (headnum < 0) {
headnum = bodyChooseHead(bodynum);
}
@@ -25187,7 +25187,7 @@ struct prop *chrSpawnAtCoord(s32 bodynum, s32 headnum, struct coord *pos, s16 *r
struct chrdata *chr;
if (model) {
prop = propAllocateChr(model, &pos2, rooms2, angle, ailist);
prop = chrAllocate(model, &pos2, rooms2, angle, ailist);
if (prop) {
propActivateThisFrame(prop);
@@ -25216,7 +25216,7 @@ struct prop *chrSpawnAtCoord(s32 bodynum, s32 headnum, struct coord *pos, s16 *r
}
// Low memory - find a corpse to reap
if (getNumFreeChrSlots() < 4) {
if (chrsGetNumFree() < 4) {
#if VERSION >= VERSION_NTSC_1_0
s32 stack2;
struct chrdata *replacechr;
@@ -25363,7 +25363,7 @@ bool chrMoveToPos(struct chrdata *chr, struct coord *pos, s16 *rooms, f32 angle,
propDeregisterRooms(chr->prop);
roomsCopy(rooms2, chr->prop->rooms);
func0f0220ac(chr);
chr0f0220ac(chr);
modelSetRootPosition(chr->model, &pos2);
nodetype = chr->model->filedata->rootnode->type;
@@ -26500,7 +26500,7 @@ glabel var7f1a942c
/* f04c9cc: c6320010 */ lwc1 $f18,0x10($s1)
/* f04c9d0: 46109100 */ add.s $f4,$f18,$f16
/* f04c9d4: e6040008 */ swc1 $f4,0x8($s0)
/* f04c9d8: 0fc0a277 */ jal propChrGetBbox
/* f04c9d8: 0fc0a277 */ jal chrGetBbox
/* f04c9dc: 8e64001c */ lw $a0,0x1c($s3)
/* f04c9e0: c7a800cc */ lwc1 $f8,0xcc($sp)
/* f04c9e4: c7a600a0 */ lwc1 $f6,0xa0($sp)
@@ -26743,7 +26743,7 @@ glabel var7f1a942c
/* f04c9cc: c6320010 */ lwc1 $f18,0x10($s1)
/* f04c9d0: 46109100 */ add.s $f4,$f18,$f16
/* f04c9d4: e6040008 */ swc1 $f4,0x8($s0)
/* f04c9d8: 0fc0a277 */ jal propChrGetBbox
/* f04c9d8: 0fc0a277 */ jal chrGetBbox
/* f04c9dc: 8e64001c */ lw $a0,0x1c($s3)
/* f04c9e0: c7a800cc */ lwc1 $f8,0xcc($sp)
/* f04c9e4: c7a600a0 */ lwc1 $f6,0xa0($sp)
@@ -26986,7 +26986,7 @@ glabel var7f1a942c
/* f04c9cc: c6320010 */ lwc1 $f18,0x10($s1)
/* f04c9d0: 46109100 */ add.s $f4,$f18,$f16
/* f04c9d4: e6040008 */ swc1 $f4,0x8($s0)
/* f04c9d8: 0fc0a277 */ jal propChrGetBbox
/* f04c9d8: 0fc0a277 */ jal chrGetBbox
/* f04c9dc: 8e64001c */ lw $a0,0x1c($s3)
/* f04c9e0: c7a800cc */ lwc1 $f8,0xcc($sp)
/* f04c9e4: c7a600a0 */ lwc1 $f6,0xa0($sp)
@@ -27175,7 +27175,7 @@ glabel var7f1a942c
// pos->y = chrpos.y;
// pos->z = target->pos.z + (xdiff * sine + zdiff * cosine);
//
// propChrGetBbox(chr->prop, &width, &ymax, &ymin);
// chrGetBbox(chr->prop, &width, &ymax, &ymin);
//
// // a14
// result = cd0002d7c0(&chrpos, chr->prop->rooms, pos,
@@ -27263,7 +27263,7 @@ glabel var7f1a942c
*/
void rebuildTeams(void)
{
s32 numchrs = getNumChrSlots();
s32 numchrs = chrsGetNumSlots();
s16 index = 7;
s32 team;
s32 i;
@@ -27308,7 +27308,7 @@ void rebuildTeams(void)
*/
void rebuildSquadrons(void)
{
s32 numchrs = getNumChrSlots();
s32 numchrs = chrsGetNumSlots();
s16 index = 15;
s32 squadron;
s32 i;
@@ -27416,7 +27416,7 @@ Gfx *chrsRenderChrStats(Gfx *gdl, s16 *rooms)
char aibotbuffer[120];
u8 aibot = 0;
s32 i;
s32 numchrs = getNumChrSlots();
s32 numchrs = chrsGetNumSlots();
gdl = func0f153628(gdl);
@@ -27553,12 +27553,12 @@ void chrAvoid(struct chrdata *chr)
dstpos.y = chr->prop->pos.y;
dstpos.z = chr->prop->pos.z + cosf(chrangle) * 100;
propChrGetBbox(chr->prop, &width, &ymax, &ymin);
chrGetBbox(chr->prop, &width, &ymax, &ymin);
halfchrwidth = width * 0.5f;
func0f065e74(&chr->prop->pos, chr->prop->rooms, &dstpos, dstrooms);
func0f021fa8(chr, &dstpos, dstrooms);
chr0f021fa8(chr, &dstpos, dstrooms);
xdiff = dstpos.x - chr->prop->pos.x;
zdiff = dstpos.z - chr->prop->pos.z;