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authorAetias <aetias@outlook.com>2024-04-06 09:26:14 +0200
committerAetias <aetias@outlook.com>2024-04-06 09:26:14 +0200
commitcab451da34cee81d0cd8cd4c9827753890fa858f (patch)
tree609bc3408ae5fbdcf6acc22f8cdbe410af86e232 /src/00_Core/Player
parentc7ee2f125881b62c77aca3be8ab50d0e9415759c (diff)
Add `PlayerControl` and move all .inc files
My worktree was too big to make two separate commits :p
Diffstat (limited to 'src/00_Core/Player')
-rw-r--r--src/00_Core/Player/PlayerControl.cpp56
1 files changed, 56 insertions, 0 deletions
diff --git a/src/00_Core/Player/PlayerControl.cpp b/src/00_Core/Player/PlayerControl.cpp
new file mode 100644
index 00000000..48c52e7a
--- /dev/null
+++ b/src/00_Core/Player/PlayerControl.cpp
@@ -0,0 +1,56 @@
+#include "Player/PlayerControl.hpp"
+
+#ifdef STUBS
+
+bool PlayerControl::func_ov00_020aeeac() {}
+void PlayerControl::func_ov00_020aeef8() {}
+void PlayerControl::func_ov00_020aef30() {}
+void PlayerControl::UpdateAim() {}
+Actor* PlayerControl::GetFollowActor() {}
+bool PlayerControl::func_ov00_020af01c(unk8 *param1) {}
+void PlayerControl::SetUnk_80() {}
+void PlayerControl::StopFollowing() {}
+void PlayerControl::func_ov00_020af06c() {}
+void PlayerControl::UpdateUsingEquipItem() {}
+bool PlayerControl::func_ov00_020af2d4(u32 param1, bool param2) {}
+bool PlayerControl::CheckTouchedNow(u32 param1) {}
+bool PlayerControl::CheckUntouchedNow(u32 param1) {}
+bool PlayerControl::CheckTouching(u32 param1) {}
+bool PlayerControl::CheckTouchFast(u32 param1) {}
+bool PlayerControl::func_ov00_020af4a4() {}
+void PlayerControl::func_ov00_020af538() {}
+void PlayerControl::func_ov00_020af6e4(Vec3p *param1, s32 param3, s32 param4) {}
+bool PlayerControl::func_ov00_020af778() {}
+bool PlayerControl::func_ov00_020afad8(Vec3p *param1) {}
+void PlayerControl::func_ov00_020afb6c() {}
+bool PlayerControl::func_ov00_020afe88(s32 param1, bool param2) {}
+bool PlayerControl::func_ov00_020afeec(unk32 param1, bool param2) {}
+void PlayerControl::func_ov00_020aff90(unk32 param1, unk32 param2) {}
+void PlayerControl::func_ov00_020affec(Vec3p *param1, s32 y, s32 param3, Vec3p *param4) {}
+void PlayerControl::func_ov00_020b014c() {}
+void PlayerControl::SetAim() {}
+bool PlayerControl::UpdateAimWorld(Vec3p *param1) {}
+s16 PlayerControl::GetTouchAngle() {}
+u32 PlayerControl::func_ov00_020b034c() {}
+s32 PlayerControl::func_ov00_020b0418() {}
+bool PlayerControl::func_ov00_020b049c(Vec3p *param1, bool param2) {}
+bool PlayerControl::func_ov00_020b05e8(Vec3p *param1) {}
+bool PlayerControl::func_ov00_020b0778(Vec3p *param1, u32 param2, unk32 param3) {}
+bool PlayerControl::CheckNotTouching() {}
+bool PlayerControl::func_ov00_020b0ad0(Actor *actor) {}
+bool PlayerControl::func_ov00_020b0b0c(s16 *pAngle, ItemFlag *pEquipId, unk32 *pCardinal, bool *pFast) {}
+bool PlayerControl::func_ov00_020b0de8(Vec3p *param1) {}
+bool PlayerControl::func_ov00_020b0e54(Vec3p *param1, Vec3p *param2) {}
+bool PlayerControl::func_ov00_020b0f88(Vec3p *param1, unk32 param2, Vec3p *param3) {}
+bool PlayerControl::func_ov00_020b1058(Vec3p *param1, unk32 param2, Vec3p *param3, Vec3p *param4) {}
+bool PlayerControl::IsUntouchedNow() {}
+bool PlayerControl::IsNotUntouchedNow() {}
+bool PlayerControl::func_ov00_020b1248(unk32 *param1) {}
+bool PlayerControl::func_ov00_020b129c() {}
+bool PlayerControl::func_ov00_020b12d0(s16 *pAngle) {}
+bool PlayerControl::IsNotTouching() {}
+bool PlayerControl::IsTouchingFast() {}
+bool PlayerControl::IsTappedNow() {}
+bool PlayerControl::func_ov00_020b13c4() {}
+
+#endif