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authorAnghelo Carvajal <angheloalf95@gmail.com>2023-11-21 12:13:29 -0300
committerGitHub <noreply@github.com>2023-11-21 12:13:29 -0300
commit2b4610670fcd577d0684fdc912e8c81155845062 (patch)
tree6f162899be4c16ae8ac2d0e17696ee932bc5792c /include/functions.h
parent76f81833b6ab5d62ca52d27c188e57da1b9707ee (diff)
Move player-related function declarations to `z64player.h` (#1480)
* Move player function declarations to z64player.h * rename Actor_MountHorse to Player_MountHorse and similar functions * whoops * add missing includes * format * whoops
Diffstat (limited to 'include/functions.h')
-rw-r--r--include/functions.h96
1 files changed, 3 insertions, 93 deletions
diff --git a/include/functions.h b/include/functions.h
index ec4837487..754d35d2f 100644
--- a/include/functions.h
+++ b/include/functions.h
@@ -296,18 +296,9 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint);
void Actor_OffsetOfPointInActorCoords(Actor* actor, Vec3f* offset, Vec3f* point);
f32 Actor_HeightDiff(Actor* actor1, Actor* actor2);
void Actor_SetControlStickData(PlayState* play, Input* input, f32 controlStickMagnitude, s16 controlStickAngle);
-f32 Player_GetHeight(Player* player);
-f32 Player_GetRunSpeedLimit(Player* player);
-bool func_800B7118(Player* player);
-bool func_800B7128(Player* player);
-bool func_800B715C(PlayState* play);
-void Actor_SetCameraHorseSetting(PlayState* play, Player* player);
-void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
-s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction);
-s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction);
+
void func_800B72F8(DynaPolyActor* dyna, f32 extraPushForce, s16 yRotation);
-s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, PlayState* play);
s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngleDiff);
s32 Actor_IsFacingPlayer(Actor* actor, s16 angle);
s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngleDiff);
@@ -331,7 +322,7 @@ s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 radius);
s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play);
s32 Actor_TextboxIsClosing(Actor* actor, PlayState* play);
s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2);
-PlayerItemAction Player_GetExchangeItemAction(PlayState* play);
+
s32 func_800B8718(Actor* actor, GameState* gameState);
s32 func_800B874C(Actor* actor, PlayState* play, f32 xzRange, f32 yRange);
s32 func_800B8804(Actor* actor, PlayState* play, f32 xzRange);
@@ -349,12 +340,7 @@ void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play);
s32 Actor_HasRider(PlayState* play, Actor* horse);
s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide);
s32 Actor_HasNoRider(PlayState* play, Actor* horse);
-void func_800B8D10(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
-void func_800B8D50(PlayState* play, Actor* actor, f32 arg2, s16 yaw, f32 arg4, u32 arg5);
-void func_800B8D98(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
-void func_800B8DD4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
-void func_800B8E1C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
-void Player_PlaySfx(Player* player, u16 sfxId);
+
void Actor_PlaySfx(Actor* actor, u16 sfxId);
void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor);
void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId);
@@ -766,82 +752,6 @@ Path* Path_GetByIndex(PlayState* play, s16 index, s16 indexNone);
f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
void Path_CopyLastPoint(Path* path, Vec3f* dest);
-s32 func_801226E0(PlayState* play, s32 arg1);
-s32 Player_InitOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints, Vec3s* targetPosList);
-s32 Player_UpdateOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, f32 distXZRange);
-void func_80122868(PlayState* play, Player* player);
-void func_801229A0(PlayState* play, Player* player);
-void func_801229EC(Actor* thisx, PlayState* play);
-void func_801229FC(Player* player);
-void func_80122BA4(PlayState* play, struct_80122D44_arg1* arg1, s32 arg2, s32 alpha);
-void func_80122C20(PlayState* play, struct_80122D44_arg1* arg1);
-void func_80122D44(PlayState* play, struct_80122D44_arg1* arg1);
-u8 Player_MaskIdToItemId(s32 maskIdMinusOne);
-s32 Player_GetCurMaskItemId(PlayState* play);
-void func_80122F28(Player* player);
-bool func_80122F9C(PlayState* play);
-bool func_80122FCC(PlayState* play);
-void func_8012300C(PlayState* play, s32 arg1);
-void func_8012301C(Actor* thisx, PlayState* play2);
-void func_80123140(PlayState* play, Player* player);
-bool Player_InBlockingCsMode(PlayState* play, Player* player);
-bool Player_InCsMode(PlayState* play);
-bool func_80123420(Player* player);
-bool func_80123434(Player* player);
-bool func_80123448(PlayState* play);
-bool Player_IsGoronOrDeku(Player* player);
-bool func_801234D4(PlayState* play);
-bool func_80123590(PlayState* play, Actor* actor);
-ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot);
-PlayerItemAction func_80123810(PlayState* play);
-PlayerModelGroup Player_ActionToModelGroup(Player* player, PlayerItemAction itemAction);
-void Player_SetModelsForHoldingShield(Player* player);
-void Player_SetModels(Player* player, PlayerModelGroup modelGroup);
-void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup);
-void func_80123C58(Player* player);
-void Player_SetEquipmentData(PlayState* play, Player* player);
-void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction);
-void Player_Untarget(Player* player);
-void func_80123DC0(Player* player);
-void func_80123E90(PlayState* play, Actor* actor);
-s32 func_80123F2C(PlayState* play, s32 ammo);
-bool Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
-u8 Player_GetStrength(void);
-u8 Player_GetMask(PlayState* play);
-void Player_RemoveMask(PlayState* play);
-bool Player_HasMirrorShieldEquipped(PlayState* play);
-bool Player_IsHoldingMirrorShield(PlayState* play);
-bool Player_IsHoldingHookshot(Player* player);
-bool func_801240DC(Player* player);
-PlayerBButtonSword Player_BButtonSwordFromIA(Player* player, PlayerItemAction itemAction);
-PlayerBButtonSword Player_GetHeldBButtonSword(Player* player);
-PlayerMeleeWeapon Player_MeleeWeaponFromIA(PlayerItemAction itemAction);
-PlayerMeleeWeapon Player_GetMeleeWeaponHeld(Player* player);
-s32 Player_IsHoldingTwoHandedWeapon(Player* player);
-PlayerBottle Player_BottleFromIA(Player* player, PlayerItemAction itemAction);
-PlayerBottle Player_GetBottleHeld(Player* Player);
-PlayerExplosive Player_ExplosiveFromIA(Player* player, PlayerItemAction itemAction);
-PlayerExplosive Player_GetExplosiveHeld(Player* player);
-PlayerSword Player_SwordFromIA(Player* player, PlayerItemAction itemAction);
-bool func_801242B4(Player* player);
-s32 Player_GetEnvironmentalHazard(PlayState* play);
-void Player_UpdateBunnyEars(Player* player);
-void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2);
-void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, PlayerTransformation playerForm, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor);
-void func_80125318(Vec3f* arg0, Vec3s* arg1);
-void Player_DrawZoraShield(PlayState* play, Player* player);
-void func_80125500(PlayState* play, Player* player, s32 limbIndex, Vec3f* pos, Vec3s* rot);
-s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
-s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
-s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx);
-s32 func_80126440(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
-void Player_DrawGetItem(PlayState* play, Player* player);
-void func_80126B8C(PlayState* play, Player* player);
-s32 func_80127438(PlayState* play, Player* player, s32 currentMask);
-s32 func_80128640(PlayState* play, Player* player, Gfx* dlist);
-void Player_SetFeetPos(PlayState* play, Player* player, s32 limbIndex);
-void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor);
-
void Room_Noop(PlayState* play, Room* room, Input* input, s32 arg3);
void Room_Init(PlayState* play, RoomContext* roomCtx);
size_t Room_AllocateAndLoad(PlayState* play, RoomContext* roomCtx);