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https://gitlab.com/ryandwyer/perfect-dark
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Decompile lightsHandleHit
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+1
-1
@@ -812,7 +812,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc
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sp6c[0] = room;
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sp6c[1] = -1;
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uVar6 = func0f001734(&shotdata.gunpos, &hitpos, room);
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uVar6 = lightsHandleHit(&shotdata.gunpos, &hitpos, room);
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if (sp694.texturenum < 0 || sp694.texturenum >= NUM_TEXTURES) {
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surfacetype = g_SurfaceTypes[SURFACETYPE_DEFAULT];
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