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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-07-31 23:58:38 -04:00
Decompile activemenuTick
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@@ -156,6 +156,11 @@
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#define AMSLOTFLAG_ACTIVE 0x08 // pulsates slightly, eg. cloak/xray when active
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#define AMSLOTFLAG_NOAMMO 0x10 // black BG, no border, orange text
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// Active menu (weapon wheel) modes
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#define AMMODE_CLOSED 0
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#define AMMODE_VIEW 1
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#define AMMODE_EDIT 2 // unused
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#define ANIM_IDLE 0x0000
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#define ANIM_TWO_GUN_HOLD 0x0001
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#define ANIM_KNEEL_TWO_HANDED_GUN 0x0008
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@@ -1765,6 +1770,21 @@
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#define MPBODY_DALTON 0x3b
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#define MPBODY_DJBOND 0x3c
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#define MPBOTCOMMAND_FOLLOW 0
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#define MPBOTCOMMAND_ATTACK 1
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#define MPBOTCOMMAND_DEFEND 2
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#define MPBOTCOMMAND_HOLD 3
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#define MPBOTCOMMAND_NORMAL 4
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#define MPBOTCOMMAND_DOWNLOAD 5
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#define MPBOTCOMMAND_GETCASE 6
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#define MPBOTCOMMAND_TAGBOX 7
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#define MPBOTCOMMAND_SAVECASE 8
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#define MPBOTCOMMAND_DEFHILL 9
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#define MPBOTCOMMAND_HOLDHILL 10
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#define MPBOTCOMMAND_GETCASE2 11
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#define MPBOTCOMMAND_POPCAP 12
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#define MPBOTCOMMAND_PROTECT 13
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#define MPCONFIG_TEMPLE 0x00
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#define MPCONFIG_PISTOLS 0x01
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#define MPCONFIG_FARSIGHT 0x02
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@@ -140,7 +140,7 @@ void func0f0a7d98(u8 *arg0, struct prop *prop, s32 arg2);
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u32 func0f0a8404(void);
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u32 func0f0a84c8(void);
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void handSetFiring(s32 hand, bool firing);
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u32 currentPlayerConsiderToggleGunFunction(s32 usedowntime, bool firing, s32 arg2);
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s32 currentPlayerConsiderToggleGunFunction(s32 usedowntime, bool firing, s32 arg2);
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void func0f0a8c50(void);
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bool currentPlayerIsUsingSecondaryFunction(void);
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void currentPlayerTickInventory(bool triggeron);
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@@ -8,7 +8,7 @@ void activemenuSetAiBuddyTemperament(bool aggressive);
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void activemenuSetAiBuddyStealth(void);
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s32 activemenuGetFirstBuddyIndex(void);
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void activemenuApply(s32 slot);
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void activemenuGetSlotDetails(s32 slot, u32 *flags, char *dst);
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void activemenuGetSlotDetails(s32 slot, u32 *flags, char *label);
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void activemenusInit(void);
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s16 activemenuCalculateSlotWidth(void);
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void activemenuChangeScreen(s32 step);
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+14
-13
@@ -4728,17 +4728,18 @@ struct trainingdata {
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struct activemenu {
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/*0x00*/ s8 screenindex;
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/*0x02*/ s16 unk02;
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/*0x02*/ s16 xradius;
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/*0x04*/ s16 slotwidth;
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/*0x06*/ u16 unk06;
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/*0x08*/ u16 unk08;
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/*0x0a*/ s16 unk0a;
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/*0x0c*/ u16 unk0c;
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/*0x0e*/ u8 slotnum;
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/*0x10*/ u32 unk10;
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/*0x14*/ u32 unk14;
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/*0x18*/ f32 unk18; // seems like a fade duration or current alpha level
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/*0x1c*/ f32 unk1c;
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/*0x06*/ s16 selx;
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/*0x08*/ s16 sely;
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/*0x0a*/ s16 dstx;
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/*0x0c*/ s16 dsty;
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/*0x0e*/ u8 slotnum; // 0-8, where 4 is middle
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/*0x0f*/ u8 fromslotnum; // when moving from one slot to another
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/*0x10*/ s32 cornertimer;
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/*0x14*/ s32 returntimer; // time before selection returns to middle after releasing control stick
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/*0x18*/ f32 alphafrac;
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/*0x1c*/ f32 selpulse; // determines the border colour of the selection box
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/**
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* Indexes into the player's inventory. Element 0 is AM slot top left,
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@@ -4754,11 +4755,11 @@ struct activemenu {
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*/
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/*0x28*/ u8 weaponnums[8];
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/*0x30*/ u8 unk30;
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/*0x30*/ u8 togglefunc;
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/*0x31*/ u8 numitems; // number of items in player's inventory; can be higher than the number of AM slots
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/*0x32*/ u8 allbots; // when player holds R on the bot command screen
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/*0x33*/ u8 unk33;
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/*0x34*/ u8 unk34;
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/*0x33*/ u8 prevallbots; // used when opening "Pick Target" menu for attack command
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/*0x34*/ s8 origscreennum; // original screen number before using allbots
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};
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struct briefing {
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