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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-17 21:03:21 -04:00
Rename many hand struct properties
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@@ -51,7 +51,7 @@ u32 func0f09cd18(void);
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void func0f09cdc4(s32 hand);
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void func0f09ce8c(void);
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void func0f09ceac(void);
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f32 func0f09cf58(u32 arg0);
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f32 handGetNoiseRadius(s32 handnum);
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void func0f09cf88(void);
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void func0f09d140(s32 hand);
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u32 func0f09d550(void);
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@@ -99,13 +99,13 @@ void func0f0a1c2c(void);
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bool func0f0a1d14(u32 weaponnum);
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void func0f0a1df4(void);
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void currentPlayerEquipWeaponWrapper(bool arg0, s32 weaponnum);
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s32 handIsAttackingOnThisTick(s32 handnum);
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s32 handIsFiring(s32 handnum);
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s32 handGetAttackType(s32 handnum);
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char *weaponGetName(s32 weaponnum);
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u16 weaponGetNameId(s32 weaponnum);
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char *weaponGetShortName(s32 arg0);
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void currentPlayerReloadHandIfPossible(s32 handnum);
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void func0f0a2290(f32 angle);
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void handSetAdjustPos(f32 angle);
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void func0f0a2308(s32 handnum);
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u32 func0f0a233c(void);
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u32 func0f0a2498(void);
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@@ -140,14 +140,14 @@ u32 func0f0a7d5c(void);
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void func0f0a7d98(struct shorthand *hand, struct prop *prop, s32 arg2);
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void func0f0a8404(struct coord *pos, s16 *rooms, s32 arg2);
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u32 func0f0a84c8(void);
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void handSetFiring(s32 hand, bool firing);
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void handSetTriggerOn(s32 handnum, bool on);
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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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void playersSetPassiveMode(bool enable);
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void currentPlayerSetAimType(u32 aimtype);
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void func0f0a93e0(struct coord *coord);
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void handSetAimPos(struct coord *coord);
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void func0f0a9464(struct coord *coord);
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void func0f0a9494(u32 operation);
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void func0f0a94d0(u32 operation, struct coord *a, struct coord *b);
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@@ -7,8 +7,8 @@
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u32 func0f0abe70(void);
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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 bullettail *bullettail, bool arg2, u32 arg3);
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void bullettailTick(struct bullettail *bullettail);
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Gfx *func0f0acb90(Gfx *gdl, struct beam *beam, bool arg2, u32 arg3);
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void beamTick(struct beam *beam);
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u32 func0f0adcc8(void);
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u32 func0f0ade00(void);
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u32 func0f0ae964(void);
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@@ -12,7 +12,7 @@ struct weaponfunc *weaponGetFunction(u8 *arg0, s32 which);
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struct weaponfunc *currentPlayerGetWeaponFunction(u32 hand);
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struct inventory_typee *func0f0b11bc(struct shorthand *hand);
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struct inventory_ammo *weaponGetAmmoByFunction(u32 weaponnum, u32 funcnum);
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f32 handGetXOffset(u32 arg0);
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f32 handGetXShift(s32 handnum);
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f32 func0f0b131c(u32 hand);
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f32 currentPlayerGetGunZoomFov(void);
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void currentPlayerZoomOut(f32 fovpersec);
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@@ -203,7 +203,7 @@ void func0f07e2cc(struct prop *prop);
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bool propCanRegen(struct prop *prop);
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u32 func0f07e474(struct prop *prop);
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s32 objTick(struct prop *prop);
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Gfx *propsRenderBulletTails(Gfx *gdl);
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Gfx *propsRenderBeams(Gfx *gdl);
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u32 func0f07f918(void);
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void imageSlotSetImage(struct monitorscreen *screen, u32 arg1);
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u32 func0f07fbf0(void);
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