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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-05 17:23:32 -04:00
Decompile chrTryPunch
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@@ -447,7 +447,7 @@
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#define CHRFLAG0_00000010 0x00000010 // Globals, Skedar Ruins
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#define CHRFLAG0_SAID_INJURY_QUIP 0x00000020
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#define CHRFLAG0_00000040 0x00000040 // Globals - related to cover?
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#define CHRFLAG0_00000080 0x00000080 // Globals, Chicago, Air Base
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#define CHRFLAG0_CHUCKNORRIS 0x00000080 // Makes punch animation faster, and damage is multiplied by the chr's morale then doubled. Must also have CHRFLAG1_ADJUSTPUNCHSPEED
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#define CHRFLAG0_CAN_BACKOFF 0x00000100
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#define CHRFLAG0_CAN_RETREAT 0x00000200
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#define CHRFLAG0_UNSURPRISABLE 0x00000400 // may also be "can uncover disguise"
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@@ -481,7 +481,7 @@
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#define CHRFLAG1_00000010 0x00000010 // Globals - If set, avoids try_attack_amount
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#define CHRFLAG1_00000020 0x00000020 // Globals, AF1, Defense - related to reload animation
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#define CHRFLAG1_CAN_SNIPE 0x00000040
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#define CHRFLAG1_00000080 0x00000080 // Not used in scripts
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#define CHRFLAG1_ADJUSTPUNCHSPEED 0x00000080 // Makes chr punch slower, unless chr also has CHRFLAG0_CHUCKNORRIS
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#define CHRFLAG1_DOINGIDLEANIMATION 0x00000100
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#define CHRFLAG1_WARNED 0x00000200
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#define CHRFLAG1_00000400 0x00000400 // Globals
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@@ -505,7 +505,7 @@
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#define CHRFLAG1_10000000 0x10000000 // Some kind of param for searching
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#define CHRFLAG1_CAN_DRAW_PISTOL 0x20000000
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#define CHRFLAG1_40000000 0x40000000 // Globals
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#define CHRFLAG1_80000000 0x80000000 // Globals
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#define CHRFLAG1_PUNCHHARDER 0x80000000 // Punches deal 6x the usual damage. Must not have CHRFLAG0_CHUCKNORRIS
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// chr->hidden
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#define CHRHFLAG_00000001 0x00000001 // Set when chr drops weapon
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@@ -117,7 +117,7 @@ bool chrTryRunFromTarget(struct chrdata *chr);
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u32 func0f03b1e0(struct chrdata *chr);
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bool chrDropItem(struct chrdata *chr, u32 modelnum, u32 weaponnum);
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void chrPunchInflictDamage(struct chrdata *chr, s32 damage, s32 range, u8 reverse);
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bool chrTryPunchOrKick(struct chrdata *chr, bool reverse);
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bool chrTryPunch(struct chrdata *chr, u8 reverse);
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struct eyespy *chrToEyespy(struct chrdata *chr);
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void chrTickStand(struct chrdata *chr);
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void chrTickAnim(struct chrdata *chr);
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@@ -186,8 +186,8 @@ f32 chrGetAngleFromTargetsFov(struct chrdata *chr);
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f32 chrGetVerticalAngleToTarget(struct chrdata *chr);
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bool chrIsInTargetsFovX(struct chrdata *chr, u8 fov360);
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bool chrIsVerticalAngleToTargetWithin(struct chrdata *chr, u8 arg1);
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f32 func0f048fcc(struct chrdata *chr, u8 arg1);
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bool chrIsTargetInFov(struct chrdata *chr, u8 arg1, u8 arg2);
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f32 func0f048fcc(struct chrdata *chr, u8 reverse);
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bool chrIsTargetInFov(struct chrdata *chr, u8 arg1, u8 reverse);
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bool func0f04911c(struct chrdata *chr, struct coord *pos, u8 arg2);
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f32 chrGetSameFloorDistanceToPad(struct chrdata *chr, s32 pad_id);
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void chrsClearRefsToPlayer(s32 playernum);
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@@ -264,7 +264,7 @@ bool chrTrySurprisedOneHand(struct chrdata *chr);
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bool chrTrySurprisedSurrender(struct chrdata *chr);
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bool chrTrySurprisedLookAround(struct chrdata *chr);
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bool chrTryKneel(struct chrdata *chr);
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bool chrTryStartAnim(struct chrdata *chr, s32 animfnum, f32 startframe, f32 endframe, u8 chranimflags, s32 merge, f32 speed);
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bool chrTryStartAnim(struct chrdata *chr, s32 animnum, f32 startframe, f32 endframe, u8 chranimflags, s32 merge, f32 speed);
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bool chrTryStartAlarm(struct chrdata *chr, s32 pad_id);
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s32 chrConsiderGrenadeThrow(struct chrdata *chr, u32 attackflags, u32 entityid);
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void chrTickKneel(struct chrdata *chr);
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