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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-06-25 09:02:06 -04:00
Attempt to decompile aiIfWeaponThrownOnObject
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@@ -57,6 +57,8 @@
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// 0x19
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#define AMMOTYPE_ECM_MINE 0x20
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#define ATTACHMENTTYPE_WEAPON 0x04
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#define BANK_0 0
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#define BANK_1 1
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#define BANK_2 2
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@@ -98,7 +98,7 @@
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/*0x005c*/ bool aiIfTargetInRoom(void);
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/*0x005d*/ bool aiIfChrHasObject(void);
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/*0x005e*/ bool aiIfWeaponThrown(void);
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/*0x005f*/ bool ai005f(void);
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/*0x005f*/ bool aiIfWeaponThrownOnObject(void);
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/*0x0060*/ bool ai0060(void);
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/*0x0061*/ bool ai0061(void);
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/*0x0062*/ bool aiIfObjectHealthy(void);
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+15
-1
@@ -11,6 +11,20 @@ struct coord {
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float z;
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};
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struct weaponobj;
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struct attachment {
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u8 type;
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struct weaponobj *weapon;
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u32 unk08;
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u32 unk0c;
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u32 unk10;
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u32 unk14;
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u32 unk18;
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u32 unk1c;
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struct attachment *next;
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};
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// This might be a pad, but given that chrs have a gunground pointer to this
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// struct, I think it's more likely an ad hoc coordinate that can be created as
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// needed during gameplay.
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@@ -22,7 +36,7 @@ struct position {
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struct coord coord;
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u32 unk14;
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u32 unk18; // related to gun recovery
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u32 unk1c;
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struct attachment *attachments;
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u32 unk20;
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u32 unk24;
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s16 room;
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