mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-18 13:13:11 -04:00
Set names for more bondgun symbols
This commit is contained in:
+186
-166
File diff suppressed because it is too large
Load Diff
@@ -8,7 +8,7 @@
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#include "data.h"
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#include "types.h"
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extern u32 var800700ac;
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extern u32 g_BgunGunMemBaseSize4Mb2P;
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void bgunReset(void)
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{
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@@ -142,15 +142,15 @@ void bgunReset(void)
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};
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if (IS4MB() && PLAYERCOUNT() == 2) {
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i = ALIGN16(var800700ac);
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i = ALIGN16(g_BgunGunMemBaseSize4Mb2P);
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} else {
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i = ALIGN16(bgunCalculateGunMemCapacity());
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}
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g_Vars.currentplayer->gunctrl.gunmem = mempAlloc(i, MEMPOOL_STAGE);
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g_Vars.currentplayer->gunctrl.handfilenum = 0;
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g_Vars.currentplayer->gunctrl.unk15a0 = 0;
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g_Vars.currentplayer->gunctrl.unk15a4 = 0;
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g_Vars.currentplayer->gunctrl.handmemloadptr = 0;
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g_Vars.currentplayer->gunctrl.handmemloadremaining = 0;
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g_Vars.currentplayer->gunctrl.masterloadstate = 0;
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g_Vars.currentplayer->gunctrl.gunloadstate = 0;
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g_Vars.currentplayer->gunctrl.gunmemtype = 0;
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@@ -158,9 +158,9 @@ void bgunReset(void)
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g_Vars.currentplayer->gunctrl.gunmemowner = GUNMEMOWNER_CHRBODY;
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g_Vars.currentplayer->gunctrl.gunlocktimer = 0;
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g_Vars.currentplayer->gunctrl.unk1583_06 = true;
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g_Vars.currentplayer->gunctrl.loadall = true;
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g_Vars.currentplayer->gunctrl.dualwielding = false;
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g_Vars.currentplayer->gunctrl.unk1583_04 = false;
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g_Vars.currentplayer->gunctrl.throwing = false;
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g_Vars.currentplayer->gunctrl.switchtoweaponnum = -1;
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g_Vars.currentplayer->gunctrl.fnfader = 0;
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+2
-2
@@ -1160,12 +1160,12 @@ Gfx *lvRender(Gfx *gdl)
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}
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var80084050++;
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} else if (g_Vars.currentplayer->gunctrl.unk1583_06
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} else if (g_Vars.currentplayer->gunctrl.loadall
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&& var80075d60 == 2
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&& g_Vars.currentplayer->cameramode != CAMERAMODE_THIRDPERSON
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&& g_Vars.currentplayer->cameramode != CAMERAMODE_EYESPY
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&& var8009dfc0 == 0) {
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g_Vars.currentplayer->gunctrl.unk1583_06 = bgun0f09eae4();
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g_Vars.currentplayer->gunctrl.loadall = bgunLoadAll();
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}
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if (g_Vars.lockscreen) {
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+1
-1
@@ -1745,7 +1745,7 @@ Gfx *menuRenderModels(Gfx *gdl, struct menu840 *thing, s32 arg2)
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}
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if (thing->unk004 == NULL) {
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if (bgun0f09e004(1)) {
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if (bgunChangeGunMem(GUNMEMOWNER_INVMENU)) {
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thing->unk004 = bgunGetGunMem();
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thing->unk008 = bgunCalculateGunMemCapacity();
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} else {
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+2
-2
@@ -147,8 +147,8 @@ void menuTick(void)
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if (g_MenuData.nextbg == 0) {
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var8009dfc0 = false;
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if (g_Vars.currentplayer->gunctrl.gunmemowner) {
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g_Vars.currentplayer->gunctrl.unk1583_06 = true;
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if (g_Vars.currentplayer->gunctrl.gunmemowner != GUNMEMOWNER_BONDGUN) {
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g_Vars.currentplayer->gunctrl.loadall = true;
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}
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}
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+1
-1
@@ -1344,7 +1344,7 @@ void playerTickChrBody(void)
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if (!g_Vars.mplayerisrunning || (IS4MB() && PLAYERCOUNT() == 1)) {
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// 1 player
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if (g_Vars.currentplayer->gunmem2 == NULL) {
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if (!var8009dfc0 && bgun0f09e004(2)) {
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if (!var8009dfc0 && bgunChangeGunMem(GUNMEMOWNER_CHRBODY)) {
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g_Vars.currentplayer->gunmem2 = bgunGetGunMem();
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} else {
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if (var8009dfc0);
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+1
-1
@@ -1669,7 +1669,7 @@ void frTick(void)
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f32 sp98[3][3];
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if (g_FrIsValidWeapon
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&& g_Vars.currentplayer->gunctrl.unk1583_04 == 0
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&& g_Vars.currentplayer->gunctrl.throwing == false
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&& invHasSingleWeaponIncAllGuns(frGetWeaponBySlot(g_FrData.slot))) {
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bgunEquipWeapon(frGetWeaponBySlot(g_FrData.slot));
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}
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+38
-10
@@ -1263,16 +1263,16 @@
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#define HANDATTACKTYPE_MELEENOUNCLOAK 10
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#define HANDATTACKTYPE_UPLINK 12
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#define HANDMODE_NONE 0
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#define HANDMODE_1 1
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#define HANDMODE_2 2
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#define HANDMODE_6 6
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#define HANDMODE_7 7
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#define HANDMODE_8 8
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#define HANDMODE_RELOAD 9
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#define HANDMODE_11 11
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#define HANDMODE_12 12
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#define HANDMODE_13 13
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#define HANDMODE_NONE 0
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#define HANDMODE_ATTACK 1
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#define HANDMODE_2 2
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#define HANDMODE_6 6
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#define HANDMODE_7 7
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#define HANDMODE_EQUIP 8
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#define HANDMODE_RELOAD 9
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#define HANDMODE_11 11
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#define HANDMODE_12 12
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#define HANDMODE_13 13
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#define HANDSTATE_IDLE 0
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#define HANDSTATE_RELOAD 1
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@@ -1290,6 +1290,34 @@
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#define HANDSTATEFLAG_00000040 0x00000040
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#define HANDSTATEFLAG_00000080 0x00000080
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#define HANDSTATEMINOR_ATTACK_MELEE_0 0
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#define HANDSTATEMINOR_ATTACK_MELEE_1 1
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#define HANDSTATEMINOR_ATTACK_MELEE_2 2
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#define HANDSTATEMINOR_ATTACK_MELEE_3 3
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#define HANDSTATEMINOR_ATTACK_SHOOT_0 0
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#define HANDSTATEMINOR_ATTACK_SHOOT_1 1
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#define HANDSTATEMINOR_ATTACK_SHOOT_2 2
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#define HANDSTATEMINOR_ATTACK_SPECIAL_START 0
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#define HANDSTATEMINOR_ATTACK_SPECIAL_EXECUTE 1
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#define HANDSTATEMINOR_ATTACK_SPECIAL_RECOVER 2
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#define HANDSTATEMINOR_ATTACK_THROW_0 0
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#define HANDSTATEMINOR_ATTACK_THROW_1 1
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#define HANDSTATEMINOR_ATTACK_THROW_2 2
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#define HANDSTATEMINOR_ATTACK_THROW_GRENADEWAIT 55
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#define HANDSTATEMINOR_AUTOSWITCH_UNEQUIP 0
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#define HANDSTATEMINOR_AUTOSWITCH_DELETE 1
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#define HANDSTATEMINOR_AUTOSWITCH_2 2
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#define HANDSTATEMINOR_CHANGEGUN_UNEQUIP 0
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#define HANDSTATEMINOR_CHANGEGUN_LOWER 1
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#define HANDSTATEMINOR_CHANGEGUN_LOAD 2
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#define HANDSTATEMINOR_CHANGEGUN_RAISE 3
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#define HANDSTATEMINOR_CHANGEGUN_EQUIP 4
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#define HANDSTATEMINOR_RELOAD_MAIN 0
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#define HANDSTATEMINOR_RELOAD_LOWER 1
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#define HANDSTATEMINOR_RELOAD_SOUND 2
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#define HANDSTATEMINOR_RELOAD_RAISE 3
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#define HANDSTATEMINOR_RELOAD_WAIT 9
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#define HANGARBIO_INSTITUTE 0
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#define HANGARBIO_DDTOWER 1
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#define HANGARBIO_LABBASEMENT 2
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+1
-1
@@ -238,7 +238,7 @@ extern u16 var8006ae90[];
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extern u16 var8006af0c[];
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extern u16 var8006af8c[];
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extern struct weapon *g_Weapons[];
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extern u32 var800700ac;
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extern u32 g_BgunGunMemBaseSize4Mb2P;
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extern bool g_CasingsActive;
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extern s32 g_MaxModels;
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extern s32 g_MaxAnims;
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@@ -30,7 +30,7 @@ bool bgun0f099008(s32 handnum);
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bool bgun0f0990b0(struct weaponfunc *basefunc, struct weapon *weapon);
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bool bgun0f099188(struct hand *hand, s32 gunfunc);
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s32 bgunTickIncIdle(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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void bgun0f099780(struct hand *hand, f32 angle);
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void bgunSetArmPitch(struct hand *hand, f32 angle);
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s32 bgunTickIncAutoSwitch(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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bool bgunIsReloading(struct hand *hand);
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s32 bgunTickIncReload(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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@@ -60,18 +60,18 @@ void bgunDecreaseNoiseRadius(void);
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void bgunCalculateBlend(s32 hand);
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void bgunUpdateBlend(struct hand *hand, s32 handnum);
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void bgun0f09d8dc(f32 breathing, f32 arg1, f32 arg2, f32 arg3, f32 arg4);
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bool bgun0f09dd7c(void);
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bool bgunIsLoaded(void);
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u32 bgunGetGunMemType(void);
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u8 *bgunGetGunMem(void);
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u32 bgunCalculateGunMemCapacity(void);
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void bgunFreeGunMem(void);
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void bgunSetGunMemWeapon(s32 weaponnum);
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void bgun0f09df9c(void);
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bool bgun0f09e004(s32 newowner);
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void bgunEnterFlux(void);
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bool bgunChangeGunMem(s32 newowner);
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void bgunTickGunLoad(void);
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void bgunTickMasterLoad(void);
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void bgunTickLoad(void);
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bool bgun0f09eae4(void);
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bool bgunLoadAll(void);
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struct modeldef *bgunGetCartModeldef(void);
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void bgun0f09ebcc(struct defaultobj *obj, struct coord *coord, s16 *rooms, Mtxf *matrix1, struct coord *velocity, Mtxf *matrix2, struct prop *prop, struct coord *pos);
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void bgun0f09ed2c(struct defaultobj *obj, struct coord *coord, Mtxf *arg2, struct coord *velocity, Mtxf *arg4);
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+9
-9
@@ -2221,7 +2221,7 @@ struct hand {
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/*0x0cc4*/ s32 animmode;
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/*0x0cc8*/ u8 unk0cc8_01 : 1;
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/*0x0cc8*/ u8 unk0cc8_02 : 1;
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/*0x0cc8*/ u8 unk0cc8_03 : 1;
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/*0x0cc8*/ u8 incrementalreloading : 1;
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/*0x0cc8*/ u8 unk0cc8_04 : 3;
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/*0x0cc8*/ u8 unk0cc8_07 : 1;
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/*0x0cc8*/ u8 unk0cc8_08 : 1;
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@@ -2298,12 +2298,12 @@ struct gunctrl {
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/*0x1581*/ s8 prevweaponnum; // previously drawn weapon, switched to when throwing Dragon/Laptop or when ammo depleted
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/*0x1582*/ s8 switchtoweaponnum; // weaponnum to change to
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/*0x1583*/ u8 dualwielding : 1;
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/*0x1583*/ u8 unk1583_01 : 1;
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/*0x1583*/ u8 prevwasdualwielding : 1;
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/*0x1583*/ u8 invertgunfunc : 1;
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/*0x1583*/ u8 gangsta : 1;
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/*0x1583*/ u8 unk1583_04 : 1;
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/*0x1583*/ u8 throwing : 1;
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/*0x1583*/ u8 wantammo : 1;
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/*0x1583*/ u8 unk1583_06 : 1;
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/*0x1583*/ u8 loadall : 1;
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/*0x1583*/ u8 passivemode : 1;
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/*0x1584*/ s32 gunmemnew; // a weapon number, -1 when not changing guns
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/*0x1588*/ s32 gunmemtype; // also a weapon number
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@@ -2312,17 +2312,17 @@ struct gunctrl {
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/*0x1594*/ struct modeldef *handmodeldef;
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/*0x1598*/ struct modeldef *cartmodeldef;
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/*0x159c*/ u16 handfilenum;
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/*0x15a0*/ u8 *unk15a0;
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/*0x15a4*/ s32 unk15a4;
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/*0x15a8*/ u8 *unk15a8;
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/*0x15ac*/ u32 unk15ac;
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/*0x15a0*/ u8 *handmemloadptr;
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/*0x15a4*/ s32 handmemloadremaining;
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/*0x15a8*/ u8 *memloadptr;
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/*0x15ac*/ u32 memloadremaining;
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/*0x15b0*/ u8 masterloadstate;
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/*0x15b1*/ u8 gunloadstate;
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/*0x15b2*/ u16 loadfilenum;
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/*0x15b4*/ struct modeldef **loadtomodeldef;
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/*0x15b8*/ u32 *loadmemptr;
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/*0x15bc*/ u32 *loadmemremaining;
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/*0x15c0*/ struct texpool unk15c0;
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/*0x15c0*/ struct texpool texpool;
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/*0x15d0*/ u32 nexttexturetoload;
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/*0x15d4*/ struct fileinfo fileinfo;
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/*0x15dc*/ struct abmag abmag;
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