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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-27 07:47:16 -04:00
Identify unnamed chr functions
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+8
-8
@@ -44,7 +44,7 @@ extern s32 g_NumGlobalAilists;
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extern s32 g_NumLvAilists;
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extern bool g_ModelDistanceDisabled;
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extern f32 g_ModelDistanceScale;
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extern bool var8005efbc;
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extern bool g_ChrsAnimDebugForceLoop;
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extern f32 var8005efc0;
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extern u8 var8005efb0_2;
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extern u32 var8005efd0;
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@@ -128,13 +128,13 @@ extern u8 var80062948;
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extern u8 var8006294c;
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extern u32 var80062950;
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extern bool g_WeatherTickEnabled;
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extern struct var80062960 *var80062960;
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extern f32 var80062968;
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extern bool var8006296c;
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extern s32 g_SelectedAnimNum;
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extern u32 var80062974;
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extern u32 var80062978;
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extern u32 var8006297c;
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extern struct onscreendoor *g_ChrsOnscreenDoors;
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extern f32 g_ChrsAnimSpeed;
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extern bool g_ChrsAnimDebugSetAll;
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extern s32 g_ChrsAnimDebugAnimNum;
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extern u32 g_ChrsAnimDebugPaused;
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extern u32 g_ChrsAnimDebugSlow;
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extern bool g_ChrsDebugPatrols;
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extern s32 g_NextChrnum;
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extern struct chrdata *g_ChrSlots;
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extern s32 g_NumChrSlots;
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+13
-17
@@ -14,18 +14,18 @@ bool chr_ascend(struct chrdata *chr, struct coord *pos, RoomNum *rooms, f32 amou
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bool chr_ascend(struct chrdata *chr, struct coord *pos, RoomNum *rooms, f32 amount);
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#endif
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bool chr0f01f378(struct model *model, struct coord *arg1, struct coord *arg2, f32 *mangroundptr);
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bool chr_update_position(struct model *model, struct coord *arg1, struct coord *arg2, f32 *mangroundptr);
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s32 chrs_get_num_free(void);
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s16 chrs_get_next_unused_chrnum(void);
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struct prop *chr0f020b14(struct prop *prop, struct model *model, struct coord *pos, RoomNum *rooms, f32 arg3, u8 *ailist);
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struct prop *chr_place(struct prop *prop, struct model *model, struct coord *pos, RoomNum *rooms, f32 arg3, u8 *ailist);
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void chr_remove(struct prop *prop, bool free);
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void chr_update_aim_properties(struct chrdata *chr);
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void chr_flinch_body(struct chrdata *chr);
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void chr_flinch_head(struct chrdata *chr, f32 arg1);
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f32 chr_get_flinch_amount(struct chrdata *chr);
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void chr_find_entered_rooms_at_pos(struct chrdata *chr, struct coord *pos, RoomNum *rooms);
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void chr0f0220ec(struct chrdata *chr, s32 lvupdate240, bool arg2);
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void chr0f022214(struct chrdata *chr, struct prop *child, bool fulltick);
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void chr_update_anim(struct chrdata *chr, s32 lvupdate240, bool arg2);
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void chr_tick_child(struct chrdata *chr, struct prop *child, bool fulltick);
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void chr_update_cloak(struct chrdata *chr);
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s32 chr_get_cloak_alpha(struct chrdata *chr);
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void chr_set_poisoned(struct chrdata *chr, struct prop *poisonprop);
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@@ -35,20 +35,20 @@ s32 chr_tick(struct prop *prop);
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void chr_drop_concealed_items(struct chrdata *chr);
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void chr_set_hudpiece_visible(struct chrdata *chr, bool visible);
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void chr_drop_items_for_owner_reap(struct chrdata *chr);
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void chr0f0246e4(u8 *arg0);
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bool chr0f024738(struct chrdata *chr);
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bool chr0f024b18(struct model *model, struct modelnode *node);
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void chrs_set_blood_colour(u8 *rgb);
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bool chr_find_onscreen_doors(struct chrdata *chr);
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bool chr_should_render_gundl(struct model *model, struct modelnode *node);
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void chr_render_attached_object(struct prop *prop, struct modelrenderdata *renderdata, bool xlupass, struct chrdata *chr);
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void chr_get_blood_colour(s16 bodynum, u8 *colour1, u32 *colour2);
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Gfx *chr_render(struct prop *prop, Gfx *gdl, bool xlupass);
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void chr_emit_sparks(struct chrdata *chr, struct prop *prop, s32 hitpart, struct coord *coord, struct coord *coord2, struct chrdata *chr2);
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void chr0f0260c4(struct model *model, s32 hitpart, struct modelnode *node, struct coord *arg3);
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void chr_bruise_from_stabby_projectile(struct model *model, s32 hitpart, struct modelnode *node, struct coord *arg3);
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void chr_bruise(struct model *model, s32 hitpart, struct modelnode *node, struct coord *arg3);
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void chr_disfigure(struct chrdata *chr, struct coord *exppos, f32 damageradius);
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f32 chr_get_hit_radius(struct chrdata *chr);
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void chr_test_hit(struct prop *prop, struct shotdata *shotdata, bool isshooting, bool cheap);
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void chr_hit(struct shotdata *shotdata, struct hit *hit);
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void chr0f028498(bool value);
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void chranimdebug_everyone(bool enable);
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void chrs_check_for_noise(f32 noiseradius);
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bool chr_calculate_auto_aim(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3);
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s32 shieldhit_node_to_cmnum(struct prop *arg0, struct modelnode *node, struct model *model, struct prop *arg3);
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@@ -70,25 +70,21 @@ void chr_set_drcaroll_images(struct chrdata *drcaroll, s32 imageleft, s32 imager
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s32 chrs_get_num_slots(void);
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void chr_register(s32 chrnum, s32 chrindex);
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Vtx *chr_allocate_vertices(s32 numvertices);
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void chrs_set_var8006297c(u32 arg0);
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u32 chrs_get_var8006297c(void);
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void chrs_set_var80062980(u32 arg0);
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u32 chrs_get_var80062980(void);
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void chr_set_perim_enabled(struct chrdata *chr, bool enable);
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void chr_set_max_damage(struct chrdata *chr, f32 maxdamage);
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f32 chr_get_max_damage(struct chrdata *chr);
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void chr_add_health(struct chrdata *chr, f32 health);
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f32 chr_get_armor(struct chrdata *chr);
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void chr_init(struct prop *prop, u8 *ailist);
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struct prop *chr_allocate(struct model *model, struct coord *pos, RoomNum *rooms, f32 faceangle, u8 *ailist);
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void chr_allocate(struct prop *prop, u8 *ailist);
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struct prop *chr_create_with_model(struct model *model, struct coord *pos, RoomNum *rooms, f32 faceangle, u8 *ailist);
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void chr_clear_references(s32 propnum);
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void chr_find_entered_rooms(struct chrdata *chr, RoomNum *room);
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void chr_detect_rooms(struct chrdata *chr);
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void chr_cloak(struct chrdata *chr, bool arg1);
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void chr_uncloak(struct chrdata *chr, bool value);
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void chr_uncloak_temporarily(struct chrdata *chr);
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void chr0f02472c(void);
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void chr0f028490(f32 arg1);
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void chrs_reset_onscreen_doors(void);
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void chrs_set_stage_translation_thing(f32 arg1);
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struct chrdata *chr_find_by_literal_id(s32 chrnum);
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struct prop *chr_get_held_prop(struct chrdata *chr, s32 hand);
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struct prop *chr_get_held_usable_prop(struct chrdata *chr, s32 hand);
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@@ -4,7 +4,7 @@
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#include "data.h"
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#include "types.h"
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extern bool (*var8005efc4)(struct model *model, struct modelnode *node);
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extern bool (*g_ModelShouldRenderGunDlCallback)(struct model *model, struct modelnode *node);
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extern Vtx *(*g_ModelVtxAllocatorFunc)(s32 numvertices);
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extern void (*g_ModelJointPositionedFunc)(s32 mtxindex, Mtxf *mtx);
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+1
-1
@@ -5868,7 +5868,7 @@ struct hatposition {
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f32 unk14;
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};
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struct var80062960 {
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struct onscreendoor {
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/*0x000*/ struct prop *prop;
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/*0x004*/ bool unk004;
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/*0x008*/ f32 unk008;
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