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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-17 12:59:41 -04:00
Decompile currentPlayerIncrementGunHeldTime
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@@ -580,6 +580,7 @@
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#define MAX_CHRWAYPOINTS 6
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#define MAX_DANGEROUSPROPS 12
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#define MAX_GUNHELD 10
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#define MAX_LIFTS 10
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#define MAX_MPCHRS (4 + MAX_SIMULANTS)
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#define MAX_OBJECTIVES 10
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@@ -1881,8 +1882,9 @@
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#define WEAPON_5C 0x5c
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#define WEAPON_SUICIDEPILL 0x5d
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#define WEAPONFLAG_00000010 0x00000010
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#define WEAPONFLAG_00001000 0x00001000
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#define WEAPONFLAG_00000010 0x00000010
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#define WEAPONFLAG_TRACKTIMEUSED 0x00000200
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#define WEAPONFLAG_00001000 0x00001000
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// Heads and bodies
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#define HEAD_RANDOM -1
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@@ -45,7 +45,7 @@ void currentPlayerSetEquipCurItem(u32 item);
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void currentPlayerCalculateEquipCurItem(void);
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char *objGetActivatedText(struct defaultobj *obj);
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char *weaponGetActivatedText(s32 weaponnum);
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u32 func0f11307c(void);
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void currentPlayerIncrementGunHeldTime(s32 param_1, s32 param_2);
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u32 func0f1131ac(void);
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#endif
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+12
-4
@@ -940,10 +940,18 @@ struct eyespy {
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/*0x7c*/ s32 pitch;
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};
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/**
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* List of guns that the player has equipped and the amount of time they've been
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* equipped for. It's used to determine the weapon of choice for the endscreen.
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* The time is increased for the equipped weapon on each tick.
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*
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* The list is only 10 items long. If an 11th item is used, the least used item
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* in the list will be removed.
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*/
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struct gunheld {
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s32 unk00;
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s32 unk04;
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s32 unk08;
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s32 weapon1;
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s32 weapon2;
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s32 totaltime240_60;
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};
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struct player1630 {
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@@ -2496,7 +2504,7 @@ struct player {
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/*0x186c*/ s32 equipmaxitems;
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/*0x1870*/ u32 equipallguns;
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/*0x1874*/ u32 equipcuritem;
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/*0x1878*/ struct gunheld gunheldarr[10];
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/*0x1878*/ struct gunheld gunheldarr[MAX_GUNHELD];
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/*0x18f0*/ u32 magnetattracttime;
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/*0x18f4*/ u32 angleoffset;
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/*0x18f8*/ u32 buthist[10];
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