mirror of https://github.com/PrimeDecomp/prime.git
parent
b70ed602b4
commit
234482d8de
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@ -40,7 +40,7 @@ public:
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return true;
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}
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if (HasLock() && CToken::IsLoaded()) {
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x8_item = GetT();
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x8_item = TToken::GetT();
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return true;
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} else {
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return false;
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@ -4,6 +4,8 @@
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#include "types.h"
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#include "rstl/pair.hpp"
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#include "Kyoto/TToken.hpp"
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class CTransform4f;
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class CParticleGen;
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class IObjectStore;
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@ -13,6 +15,9 @@ class CResFactory;
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class CAABox;
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class CVector2f;
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class CVector3f;
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class CModel;
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class CSkinnedModel;
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class CColor;
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class IRenderer {
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public:
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@ -15,6 +15,8 @@ class CRandom16;
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class CBodyController {
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public:
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CBodyController();
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CActor& GetOwner() const { return x0_actor; }
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CBodyStateCmdMgr& CommandMgr() { return x4_cmdMgr; }
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const CBodyStateCmdMgr& GetCommandMgr() const { return x4_cmdMgr; }
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@ -3,9 +3,10 @@
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#include "rstl/vector.hpp"
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#include "Kyoto/TToken.hpp"
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class CAnimData;
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class CStateManager;
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class CToken;
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class CGSFidget {
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public:
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@ -40,7 +40,7 @@ public:
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bool bigStrike);
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void Update(float, CStateManager&);
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void Draw(const CStateManager&, const CTransform4f&) const;
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void ReturnToDefault(CStateManager& mgr);
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void ReturnToDefault(CStateManager& mgr, bool);
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int GetFreeLookSetId() const;
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void BasePosition(bool bigStrikeReset);
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void EnterFidget(CStateManager&, SamusGun::EFidgetType, int);
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@ -27,7 +27,7 @@ CInputStream::CInputStream(const void* ptr, int len, bool owned)
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CInputStream::~CInputStream() {
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if (x14_owned) {
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delete x10_ptr;
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delete[] x10_ptr;
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}
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}
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@ -35,7 +35,7 @@ CIOWin::EMessageReturn CErrorOutputWindow::OnMessage(const CArchitectureMessage&
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case kAM_FrameEnd:
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{
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int result = x14_state ^ 1;
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result = (result >> 1) - (result & x14_state) >> 0x1f;
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result = (result >> 1) - ((result & x14_state) >> 0x1f);
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return CIOWin::EMessageReturn(result);
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}
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break;
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@ -843,7 +843,7 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
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} else {
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if (x833_31_inFreeLook) {
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if ((x2f8_stateFlags & 0x10) != 0x10) {
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x73c_gunMotion->ReturnToDefault(mgr);
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x73c_gunMotion->ReturnToDefault(mgr, x834_30_inBigStrike);
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x740_grappleArm->ReturnToDefault(mgr, 0.f, false);
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}
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x833_31_inFreeLook = false;
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@ -76,8 +76,8 @@ void CGunMotion::Draw(const CStateManager& mgr, const CTransform4f& xf) const {
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x0_modelData.Render(mgr, xf, nullptr, CModelFlags::Normal());
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}
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void CGunMotion::ReturnToDefault(CStateManager& mgr) {
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x4c_gunController.ReturnToDefault(mgr, 0.f);
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void CGunMotion::ReturnToDefault(CStateManager& mgr, bool b) {
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x4c_gunController.ReturnToDefault(mgr, 0.f, b);
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}
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int CGunMotion::GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); }
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