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https://gitlab.com/ryandwyer/perfect-dark
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Decompile aiDuplicateChr
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@@ -395,7 +395,7 @@
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// chr->chrflags
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#define CHRCFLAG_00000001 0x00000001 // Villa takers, Attack Ship Cass and skedar - both set at end of intros
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#define CHRCFLAG_00000002 0x00000002 // Seems to be set on guards who can spawn clones?
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#define CHRCFLAG_CLONEABLE 0x00000002
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#define CHRCFLAG_NEAR_MISS 0x00000004
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#define CHRCFLAG_NEVER_BEEN_ON_SCREEN 0x00000008
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#define CHRCFLAG_INVINCIBLE_TO_GUNFIRE 0x00000010
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@@ -253,7 +253,7 @@ u32 func0f089a94(void);
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u32 func0f089c70(void);
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u32 func0f089d64(void);
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u32 func0f089db8(void);
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u32 chrTryEquipHat(struct chrdata *chr, u32 thing, u32 flags);
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u32 chrTryEquipHat(struct chrdata *chr, u32 model, u32 flags);
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u32 func0f089f8c(void);
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u32 func0f08a38c(void);
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u32 func0f08a724(void);
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@@ -265,7 +265,7 @@ u32 func0f08ab64(void);
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u32 func0f08ab9c(void);
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u32 func0f08abd4(void);
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u32 func0f08acb0(void);
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u32 func0f08adac(void);
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void func0f08adac(struct weaponobj *weapon1, struct weaponobj *weapon2);
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u32 func0f08adc8(void);
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u32 func0f08ae0c(void);
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u32 func0f08ae54(struct defaultobj *obj, struct chrdata *chr);
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@@ -921,6 +921,7 @@ struct weaponobj { // objtype 0x08
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/*0x5f*/ u8 dragonthrown;
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/*0x60*/ s16 unk60;
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/*0x62*/ s16 team;
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/*0x64*/ struct weaponobj *dual; // other weapon when dual wielding
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};
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struct singlemonitorobj { // objtype 0x0a
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