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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-18 05:08:36 -04:00
Decompile explosionGetVerticalRangeAtFrame
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@@ -553,9 +553,10 @@
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#define ENTITYTYPE_DONTTURN 0x0040 // don't do a shooting animation that would change the chr's direction
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#define ENTITYTYPE_TARGET 0x0200 // aim/shoot at whatever is in the chr's `target` field
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#define EXPLOSIONTYPE_0 0
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#define EXPLOSIONTYPE_3 3
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#define EXPLOSIONTYPE_8 8
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#define EXPLOSIONTYPE_0 0
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#define EXPLOSIONTYPE_3 3
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#define EXPLOSIONTYPE_8 8
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#define EXPLOSIONTYPE_14 14
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#define EYESPYMODE_CAMSPY 0
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#define EYESPYMODE_DRUGSPY 1
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@@ -6,7 +6,7 @@
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bool explosionCreateSimple(struct prop *prop, struct coord *pos, s16 *rooms, s16 type, s32 playernum);
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bool explosionCreateComplex(struct prop *prop, struct coord *pos, s16 *rooms, s16 type, s32 playernum);
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u32 func0f129b08(void);
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u32 func0f129ba4(void);
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f32 explosionGetVerticalRangeAtFrame(struct explosion *exp, s32 frame);
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u32 func0f129c08(void);
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void alertNearbyChrsToNoise(f32 *radius, struct coord *noisepos);
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bool explosionCreate(struct prop *prop, struct coord *pos, s16 *rooms, s16 type, s32 playernum, bool arg5, struct coord *arg6, s16 arg7, struct coord *arg8);
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@@ -4529,6 +4529,15 @@ struct explosiontype {
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/*0x28*/ f32 damage;
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};
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struct explosion {
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u8 unk[0x3c8];
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/*0x3c8*/ s32 frame60;
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/*0x3cc*/ s8 type;
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/*0x3cd*/ s8 makescorch;
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/*0x3ce*/ s8 owner;
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/*0x3cf*/ s8 numbb;
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};
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struct smoketype {
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u16 duration;
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u16 fadespeed;
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