Files
perfect_dark/src/include/game/lv.h
T
tmyqlfpir 682c0c83a1 Expose LV_SLOMO_TICK_CAP macro in lv.h
Needed for slomo footsteps fix
2023-08-21 06:24:08 +10:00

50 lines
1.5 KiB
C

#ifndef _IN_GAME_LV_H
#define _IN_GAME_LV_H
#include <ultra64.h>
#include "data.h"
#include "types.h"
#ifdef PLATFORM_N64
// game runs at ~30, so slomo = 1/2 of 30fps
#define LV_SLOMO_TICK_CAP TICKS(4)
#else
// game runs at 60+, so slomo = 1/2 of 60fps
#define LV_SLOMO_TICK_CAP TICKS(2)
#endif
u32 getVar80084040(void);
void lvInit(void);
void lvResetMiscSfx(void);
s32 lvGetMiscSfxIndex(u32 arg0);
void lvSetMiscSfxState(u32 type, bool play);
void lvUpdateMiscSfx(void);
void lvReset(s32 stagenum);
Gfx *lvRenderFade(Gfx *gdl);
void lvFadeReset(void);
bool lvUpdateTrackedProp(struct trackedprop *trackedprop, s32 index);
void lvFindThreatsForProp(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *param_5);
void func0f168f24(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *distances);
void lvFindThreats(void);
Gfx *lvRender(Gfx *gdl);
void lvUpdateSoloHandicaps(void);
s32 sub54321(s32 value);
void lvUpdateCutsceneTime(void);
s32 lvGetSlowMotionType(void);
void lvTick(void);
void lvTickPlayer(void);
void lvCheckPauseStateChanged(void);
void lvSetPaused(bool paused);
void lvConfigureFade(u32 color, s16 num_frames);
bool lvIsFadeActive(void);
void lvStop(void);
bool lvIsPaused(void);
s32 lvGetDifficulty(void);
void lvSetDifficulty(s32 difficulty);
void lvSetMpTimeLimit60(u32 limit);
void lvSetMpScoreLimit(u32 limit);
void lvSetMpTeamScoreLimit(u32 limit);
f32 lvGetStageTimeInSeconds(void);
s32 lvGetStageTime60(void);
#endif