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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-04 00:49:17 -04:00
Decompile chrCreateFireslot
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@@ -459,6 +459,7 @@
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#define CHRH2FLAG_0004 0x0004
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#define CHRH2FLAG_BLUESIGHT 0x0008
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#define CHRH2FLAG_TICKDURINGAUTOCUT 0x0010
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#define CHRH2FLAG_0020 0x0020
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#define CHRH2FLAG_0040 0x0040
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#define CHRH2FLAG_0080 0x0080
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#define CHRH2FLAG_HEADSHOTTED 0x1000
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@@ -134,9 +134,9 @@ u32 bgun0f0a5300(void);
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void bgun0f0a5550(s32 handnum);
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void bgunTickMaulerCharge(void);
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void bgun0f0a6c30(void);
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s32 bgun0f0a70f8(void);
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s32 bgunAllocateFireslot(void);
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void bgun0f0a7138(Gfx **gdl);
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struct audiohandle **bgunNewAudioHandle(void);
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struct audiohandle **bgunAllocateAudioHandle(void);
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void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum);
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void bgun0f0a8404(struct coord *pos, s16 *rooms, s32 arg2);
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void bgunPlayBgHitSound(struct gset *gset, struct coord *arg1, s32 texturenum, s16 *arg3);
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@@ -134,7 +134,7 @@ void chrTickSidestep(struct chrdata *chr);
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void chrTickJumpOut(struct chrdata *chr);
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void chrTickStartAlarm(struct chrdata *chr);
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void chrTickSurprised(struct chrdata *chr);
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void func0f03e29c(struct chrdata *chr, s32 arg1, s32 arg2, s32 arg3, struct coord *arg4, struct coord *arg5);
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void chrCreateFireslot(struct chrdata *chr, s32 handnum, bool withsound, bool withbeam, struct coord *from, struct coord *to);
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f32 chrGetInverseTheta(struct chrdata *chr);
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f32 chrGetAimAngle(struct chrdata *chr);
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f32 func0f03e754(struct chrdata *chr);
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@@ -4,7 +4,7 @@
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#include "data.h"
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#include "types.h"
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u32 func0f0abe70(void);
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void beamCreate(struct beam *beam, s32 weaponnum, struct coord *arg4, struct coord *arg5);
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u32 func0f0ac138(void);
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Gfx *func0f0ac4b8(Gfx *gdl, struct textureconfig *arg1, f32 arg2, struct coord *arg3, u32 colour1, f32 arg5, struct coord *arg6, u32 colour2);
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Gfx *func0f0acb90(Gfx *gdl, struct beam *beam, bool arg2, u32 arg3);
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@@ -29,7 +29,7 @@ struct inventory_ammo *gsetGetAmmoDefinition(struct gset *gset);
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u8 gsetGetSingleUnk3c(struct gset *gset);
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f32 gsetGetStrength(struct gset *gset);
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f32 gsetGetDamage(struct gset *gset);
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u8 gsetGetSingleUnk38(struct gset *gset);
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u8 gsetGetFireslotDuration(struct gset *gset);
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u16 gsetGetSingleShootSound(struct gset *gset);
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bool gsetHasFunctionFlags(struct gset *gset, u32 flags);
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s8 weaponGetNumTicksPerShot(u32 weaponnum, u32 funcindex);
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+2
-2
@@ -1330,7 +1330,7 @@ struct chrdata {
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/*0x168*/ f32 aimendback;
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/*0x16c*/ f32 aimendsideback;
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/*0x170*/ struct prop *weapons_held[3]; // gun 1, gun 2, hat
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/*0x17c*/ s8 fireslot[2];
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/*0x17c*/ s8 fireslots[2];
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/*0x17e*/ s16 target; // index into g_Vars.props
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/*0x180*/ f32 cshield;
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@@ -3722,7 +3722,7 @@ struct fireslotthing {
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};
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struct fireslot {
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/*0x00*/ s32 unk00;
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/*0x00*/ s32 endlvframe;
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#if VERSION < VERSION_NTSC_1_0
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struct audiohandle *unk04nb;
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struct audiohandle *unk08nb;
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