mirror of
https://github.com/astromaddie/HaloCE-VR.git
synced 2026-10-19 15:00:14 +02:00
Integrate coherent B3, P2/K17 prerequisites, completed K1-K16 + S, and the independent profile/effects rulings. Five gains and two explicitly approved B3 debits: net +3 strict functions, +2770 meaningful/+2800 padded bytes (+2774 progress credit). No additional losses; Halo objects 394 to 396 and data unchanged. Clean rebuild, identical 8252-row stable sweep, 68 valid parks, admission/provider checks, 467-unit warning comparison, unchanged fake scan, and 1318 tests passed. Preserve canonical helper recoveries and unrelated work. Full evidence and disclosures in docs/object_matching_logs/astra_five_function_reconciliation_20260928.md.
225 lines
3.3 KiB
C
225 lines
3.3 KiB
C
/*
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MAIN.H
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*/
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#ifndef __MAIN_H
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#define __MAIN_H
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#pragma once
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/* ---------- headers */
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#include "math/integer_math.h"
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/* ---------- constants */
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/* ---------- macros */
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/* ---------- structures */
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struct observer_result;
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struct render_window;
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/* ---------- prototypes/MAIN.C */
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float main_get_seconds_elapsed(
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void);
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boolean gamepad_button_is_down(
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short button_index);
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void set_window_camera_values(
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struct render_window *window,
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struct observer_result const *observer);
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void game_connection_set(
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short connection);
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void main_disallow_persistent_storage(
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void);
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void main_defer_map_map_change(
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void);
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char *main_get_map_name(
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void);
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char *main_get_multiplayer_map_name(
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void);
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short main_get_difficulty(
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void);
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boolean main_saving_map(
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void);
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void main_save_cancel(
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void);
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void main_won_map(
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void);
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void main_lost_map(
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void);
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void main_revert_map(
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void);
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void main_skip_cinematic(
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void);
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void main_save_map_nonsafe(
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void);
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void main_respawn(
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boolean in_multiplayer);
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void main_save_core(
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void);
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void main_save_core_name(
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char const *core_name);
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void main_load_core(
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void);
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void main_load_core_at_startup(
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void);
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void main_load_core_name(
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char const *core_name);
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void main_load_core_name_at_startup(
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char const *core_name);
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void main_switch_structure_bsp(
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short structure_bsp_index);
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void main_goto_main_menu(
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void);
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void main_menu_precache_resources(
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void);
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void main_menu_unload(
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void);
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void main_menu_ensure_player_queues_exist(
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void);
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boolean main_menu_fade_active(
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void);
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void main_menu_switch_to_single_player(
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void);
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void main_set_game_connection_to_film_playback(
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void);
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short main_get_current_solo_level(
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void);
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char const *main_get_solo_level_name(
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short level);
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void main_run_demos(
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void);
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void compute_window_bounds(
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long player_index,
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long num_players,
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rectangle2d *pixel_bounds,
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rectangle2d *safe_frame_bounds);
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short main_get_window_count(
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void);
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void main_set_multiplayer_map_name(
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char const *map_name);
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void main_set_map_name(
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char const *map_name);
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void main_set_difficulty(
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short difficulty);
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void main_save_map_safe(
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void);
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void main_save_map_no_timeout(
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void);
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void main_skip(
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short ticks);
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void main_queue_map_name(
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char const *map_name);
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boolean main_taking_screenshot(
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void);
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void main_movie_start(
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float frames_per_second);
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void main_movie_stop(
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void);
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void main_save_current_solo_map(
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char const *map_name);
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void main_load_ui_scenario(
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boolean precache_resources);
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void main_menu_load(
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void);
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void main_present_frame(
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void);
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void main_pregame_render(
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void);
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void main_framerate_render(
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void);
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void main_loop_of_death(
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void);
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void main_rasterizer_throttle(
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void);
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void main_print_version(
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void);
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void main_roll_credits(
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void);
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void main_reset_map(void);
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void main_stop_time(void);
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void main_start_time(void);
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void main_crash(
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char const *str);
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void main_vertical_blank_interrupt_handler(
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unsigned long);
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void main_loop(void);
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/* ---------- globals */
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extern short player_spawn_count;
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extern boolean global_frame_rate_throttle;
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extern short global_screenshot_size;
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extern boolean debug_force_frame_rate_update;
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extern boolean debug_no_drawing;
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extern boolean debug_game_save;
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extern boolean debug_frame_rate;
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extern boolean display_framerate;
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extern boolean display_vblank_deltas;
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extern boolean display_precache_progress;
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/* ---------- public code */
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#endif // __MAIN_H
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