jak-project/game/kernel/common/kdgo.h
water111 d52739226c
[decomp] decompile decomp.gc (#1936)
A few issues:
- lwidea's fr3 is getting loaded and unloaded all the time
- the debug line drawing clipping is wrong (doesn't seem wrong in pcsx2,
so I think this is on us)
- nothing actually using vis data yet
- at a large distance, our view frustum culling seems slightly too
aggressive (might be that viewport scissoring is wrong)
- in the city, things seem darker as you move away. unclear how this is
happening (fog?)
2022-10-01 13:39:56 -04:00

28 lines
710 B
C

#pragma once
#include "common/common_types.h"
#include "game/common/dgo_rpc_types.h"
#include "game/kernel/common/Ptr.h"
extern u32 sMsgNum;
s32 RpcCall(s32 rpcChannel,
u32 fno,
bool async,
void* sendBuff,
s32 sendSize,
void* recvBuff,
s32 recvSize);
void BeginLoadingDGO(const char* name, Ptr<u8> buffer1, Ptr<u8> buffer2, Ptr<u8> currentHeap);
Ptr<u8> GetNextDGO(u32* lastObjectFlag);
u64 RpcCall_wrapper(void* _args);
u32 RpcBusy(s32 channel);
void RpcSync(s32 channel);
void LoadDGOTest();
void kdgo_init_globals();
u32 InitRPC();
void StopIOP();
extern u32 sShowStallMsg;
extern RPC_Dgo_Cmd sMsg[2];
extern RPC_Dgo_Cmd* sLastMsg;