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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-06 01:28:25 -04:00
Decompile bgunCreateFx
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@@ -1316,6 +1316,7 @@
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#define INVENTORYFUNCTYPE_SHOOT_SINGLE 0x0001
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#define INVENTORYFUNCTYPE_SHOOT_AUTOMATIC 0x0101
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#define INVENTORYFUNCTYPE_SHOOT_PROJECTILE 0x0201
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#define INVENTORYFUNCTYPE_0200 0x0200
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#define INVENTORYFUNCTYPE_THROW 0x0002
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#define INVENTORYFUNCTYPE_CLOSE 0x0003
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#define INVENTORYFUNCTYPE_SPECIAL 0x0004
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@@ -134,7 +134,7 @@ void bgunUpdateRocketLauncher(struct hand *hand, s32 handnum, struct weaponfunc_
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void bgun0f0a45d0(struct hand *hand, struct modelfiledata *modeldef, bool isdetonator);
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void bgun0f0a46a4(struct hand *hand, struct modelfiledata *modeldef, bool isdetonator);
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void bgun0f0a4e44(struct hand *hand, struct weapon *weapondef, struct modelfiledata *modeldef, struct weaponfunc *funcdef, s32 arg4, Mtxf *arg5, s32 weaponnum, bool **sp1e4, s32 sp6c, Mtxf *arg9, Mtxf *arg10);
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void bgun0f0a5300(struct hand *hand, s32 handnum, struct weaponfunc *funcdef, s32 weaponnum, struct modelfiledata *modeldef, Mtxf *mtx);
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void bgunCreateFx(struct hand *hand, s32 handnum, struct weaponfunc *funcdef, s32 weaponnum, struct modelfiledata *modeldef, u8 *allocation);
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void bgun0f0a5550(s32 handnum);
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void bgunTickMaulerCharge(void);
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void bgunTickGameplay2(void);
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@@ -8,13 +8,13 @@ void boltbeamsReset(void);
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void lasersightsReset(void);
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void beamCreate(struct beam *beam, s32 weaponnum, struct coord *from, struct coord *to);
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u32 func0f0ac138(void);
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void beamCreateForHand(s32 handnum);
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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 beam *beam, bool arg2, u32 arg3);
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void beamTick(struct beam *beam);
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struct casing *casingCreate(struct modelfiledata *modeldef, Mtxf *mtx);
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void func0f0ade00(s32 handnum, f32 ground, Mtxf *mtx);
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void casingCreateForHand(s32 handnum, f32 ground, Mtxf *mtx);
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void casingRender(struct casing *casing, Gfx **gdlptr);
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void casingsRender(Gfx **gdlptr);
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