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https://github.com/blawar/ooot.git
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82 lines
3.7 KiB
C++
82 lines
3.7 KiB
C++
#pragma once
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#include "z64animation.h"
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struct Player;
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struct GlobalContext;
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struct Vec3f;
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struct Actor;
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struct Vec3s;
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struct ColliderQuad;
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struct WeaponInfo;
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struct SkelAnime;
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struct FlexSkeletonHeader;
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union Gfx;
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extern Gfx* D_80125DE8[];
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extern Gfx* D_80125E08[];
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extern Gfx* D_80125E18[];
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extern Gfx* D_80125EF8[];
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extern Gfx gCullBackDList[];
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extern Gfx gCullFrontDList[];
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extern u8 gPlayerModelTypes[][5];
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extern FlexSkeletonHeader* gPlayerSkelHeaders[2];
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namespace oot::pause
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{
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struct Segments;
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}
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s32 Player_ActionToBottle(Player* player, s32 actionParam);
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s32 Player_ActionToExplosive(Player* player, s32 actionParam);
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s32 Player_ActionToMagicSpell(Player* player, s32 actionParam);
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s32 Player_ActionToModelGroup(Player* player, s32 actionParam);
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s32 Player_ActionToSword(s32 actionParam);
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void Player_DrawGetItem(GlobalContext* globalCtx, Player* player);
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s32 Player_GetBottleHeld(Player* player);
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s32 Player_GetExplosiveHeld(Player* player);
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u8 Player_GetMask(GlobalContext* globalCtx);
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s32 Player_GetStrength(void);
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s32 Player_GetSwordHeld(Player* player);
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s32 Player_HasMirrorShieldEquipped(GlobalContext* globalCtx);
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s32 Player_HasMirrorShieldSetToDraw(GlobalContext* globalCtx);
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s32 Player_HoldsBrokenKnife(Player* player);
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s32 Player_HoldsHookshot(Player* player);
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s32 Player_HoldsTwoHandedWeapon(Player* player);
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s32 Player_InBlockingCsMode(GlobalContext* globalCtx, Player* player);
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s32 Player_InCsMode(GlobalContext* globalCtx);
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s32 Player_IsBurningStickInRange(GlobalContext* globalCtx, Vec3f* pos, f32 radius, f32 arg3);
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s32 Player_IsChildWithHylianShield(Player* player);
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void Player_SetBootData(GlobalContext* globalCtx, Player* player);
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void Player_SetEquipmentData(GlobalContext* globalCtx, Player* player);
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void Player_SetModelGroup(Player* player, s32 modelGroup);
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void Player_SetModels(Player* player, s32 modelGroup);
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void Player_SetModelsForHoldingShield(Player* player);
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Player* Player_UnsetMask(GlobalContext* globalCtx);
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void Player_UpdateBottleHeld(GlobalContext* globalCtx, Player* player, s32 item, s32 actionParam);
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s32 func_8008E9C4(Player* player);
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void func_8008EC70(Player* player);
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void func_8008EDF0(Player* player);
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void func_8008EE08(Player* player);
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void func_8008EEAC(GlobalContext* globalCtx, Actor* actor);
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s32 func_8008EF44(GlobalContext* globalCtx, s32 ammo);
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s32 func_8008F128(Player* player);
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s32 func_8008F2BC(Player* player, s32 actionParam);
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s32 Player_GetRoomTimer(GlobalContext* globalCtx);
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void func_8008F470(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* pthis);
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s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
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s32 func_80090014(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
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s32 func_800902F0(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
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s32 func_80090440(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
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u8 func_80090480(GlobalContext* globalCtx, ColliderQuad* collider, WeaponInfo* weaponDim, Vec3f* newTip, Vec3f* newBase);
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void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* data);
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u32 func_80091738(GlobalContext* globalCtx, oot::pause::Segments* segment, SkelAnime* skelAnime);
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void func_8009214C(GlobalContext* globalCtx, oot::pause::Segments* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots);
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bool Player_ToggleBoots();
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bool Player_ToggleSword();
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bool Player_ToggleShield();
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bool Player_ToggleTunic();
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bool Player_EquipOcarina();
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bool Player_EquipHookshot();
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bool Player_EquipBow();
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bool Player_EquipLensOfTruth();
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