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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-04 00:49:17 -04:00
Rename shorthand to gset
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@@ -49,23 +49,23 @@ void chrStartAnim(struct chrdata *chr, s32 animnum, f32 startframe, f32 endframe
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void func0f031254(struct chrdata *chr);
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void chrAttack(struct chrdata *chr, struct attackanimgroup **animgroups, bool flip, bool *firing, u32 attackflags, s32 entityid, bool standing);
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void chrAttackAmount(struct chrdata *chr, u32 attackflags, u32 entityid, u32 maxshots);
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void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hitpart, struct shorthand *hand, bool knockout, s32 aplayernum);
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void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hitpart, struct gset *gset, bool knockout, s32 aplayernum);
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void chrBeginArgh(struct chrdata *chr, f32 angle, s32 hitpart);
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void chrReactToDamage(struct chrdata *chr, struct coord *dir, f32 angle, s32 hitpart, struct shorthand *hand, s32 playernum);
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void chrReactToDamage(struct chrdata *chr, struct coord *dir, f32 angle, s32 hitpart, struct gset *gset, s32 playernum);
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void chrYeetFromPos(struct chrdata *chr, struct coord *pos, f32 arg2);
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s32 handGetBlurAmount(struct shorthand *hand);
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void chrKnockOut(struct chrdata *chr, f32 angle, s32 hitpart, struct shorthand *hand);
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s32 gsetGetBlurAmount(struct gset *gset);
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void chrKnockOut(struct chrdata *chr, f32 angle, s32 hitpart, struct gset *gset);
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bool chrIsAnimPreventingArgh(struct chrdata *chr, f32 *arg1);
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void chrChoke(struct chrdata *chr, s32 choketype);
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void chrSetShield(struct chrdata *chr, f32 shield);
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bool func0f034080(struct chrdata *chr, struct modelnode *node, struct prop *prop, struct model *model, s32 side, s16 *arg5);
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void chrDamageByMisc(struct chrdata *chr, f32 damage, struct coord *vector, struct shorthand *hand, struct prop *prop);
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void chrDamageByLaser(struct chrdata *chr, f32 damage, struct coord *vector, struct shorthand *hand, struct prop *prop);
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void func0f0341dc(struct chrdata *chr, f32 damage, struct coord *vector, struct shorthand *hand, struct prop *prop, u32 hitpart, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg10);
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void chrDamageByImpact(struct chrdata *chr, f32 damage, struct coord *vector, struct shorthand *hand, struct prop *prop, s32 arg5);
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void chrDamageByMisc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop);
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void chrDamageByLaser(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop);
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void func0f0341dc(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, u32 hitpart, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg10);
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void chrDamageByImpact(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *prop, s32 arg5);
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void chrDamageByExplosion(struct chrdata *chr, f32 damage, struct coord *vector, struct prop *prop, struct coord *explosionpos);
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void playerUpdateDamageStats(struct prop *attacker, struct prop *victim, f32 damage);
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void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct shorthand *hand, struct prop *aprop, s32 hitpart, bool damageshield, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg11, bool explosion, struct coord *explosionpos);
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void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *aprop, s32 hitpart, bool damageshield, struct prop *prop2, struct modelnode *node, struct model *model, s32 side, s16 *arg11, bool explosion, struct coord *explosionpos);
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u32 func0f03645c(void);
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bool func0f03654c(struct chrdata *chr, struct coord *pos, s16 *rooms, struct coord *pos2, s16 *rooms2, struct coord *vector, f32 arg6, u32 types);
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bool propchrHasClearLineToPos(struct prop *prop, struct coord *dstpos, struct coord *vector);
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@@ -142,7 +142,7 @@ s32 func0f03e788(struct chrdata *chr, s32 turning, f32 arg2, f32 arg3, f32 arg4)
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bool func0f03e9f4(struct chrdata *chr, struct attackanimconfig *animcfg, s32 arg2, s32 arg3, f32 arg4);
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u32 func0f03f778(void);
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f32 chrGetAimLimitAngle(f32 sqdist);
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void chrCalculateHit(struct chrdata *chr, bool *angleokptr, bool *hit, struct shorthand *hand);
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void chrCalculateHit(struct chrdata *chr, bool *angleokptr, bool *hit, struct gset *gset);
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bool func0f03fde4(struct chrdata *chr, s32 handnum, struct coord *arg2);
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void chrCalculateShieldHit(struct chrdata *chr, struct coord *pos, struct coord *vector, struct modelnode **node, s32 *hitpart, struct model **model, s32 *side);
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void func0f04031c(struct coord *coord, f32 arg1, struct coord *coord2, f32 *arg3);
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@@ -13,7 +13,7 @@ void func0f097f28(struct hand *hand, struct modelfiledata *arg1, struct inventor
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void func0f098030(struct hand *hand, struct modelfiledata *arg1);
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f32 func0f09815c(struct hand *hand);
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u32 func0f0981e8(void);
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bool func0f098884(struct guncmd *cmd, struct shorthand *hand);
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bool func0f098884(struct guncmd *cmd, struct gset *gset);
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void func0f0988e0(struct guncmd *cmd, s32 handnum, struct hand *hand);
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bool func0f098a44(struct hand *hand, s32 time);
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bool handIsAnimBusy(struct hand *hand);
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@@ -71,8 +71,8 @@ bool func0f09eae4(void);
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s32 func0f09ebbc(void);
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void func0f09ebcc(struct defaultobj *obj, struct coord *coord, s16 *rooms, Mtxf *matrix1, f32 *arg4, Mtxf *matrix2, struct prop *prop, struct coord *pos);
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void func0f09ed2c(struct defaultobj *obj, struct coord *coord, Mtxf *arg2, f32 *arg3, Mtxf *arg4);
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struct weaponobj *func0f09ee18(struct chrdata *chr, struct shorthand *hand, struct coord *pos, s16 *rooms, Mtxf *arg4, struct coord *arg5);
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void handCreateThrownProjectile(s32 handnum, struct shorthand *hand);
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struct weaponobj *func0f09ee18(struct chrdata *chr, struct gset *gset, struct coord *pos, s16 *rooms, Mtxf *arg4, struct coord *arg5);
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void handCreateThrownProjectile(s32 handnum, struct gset *gset);
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void func0f09f848(s32 handnum);
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void func0f09f974(s32 handnum, struct weaponfunc_shootprojectile *func);
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void func0f09fa20(s32 handnum);
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@@ -137,7 +137,7 @@ void func0f0a6c30(void);
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s32 func0f0a70f8(void);
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void func0f0a7138(Gfx **gdl);
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struct audiohandle **func0f0a7d5c(void);
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void handPlayPropHitSound(struct shorthand *hand, struct prop *prop, s32 arg2);
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void gsetPlayPropHitSound(struct gset *gset, struct prop *prop, s32 arg2);
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void func0f0a8404(struct coord *pos, s16 *rooms, s32 arg2);
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u32 func0f0a84c8(void);
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void handSetTriggerOn(s32 handnum, bool on);
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@@ -6,11 +6,11 @@
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struct weapon *weaponFindById(s32 itemid);
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struct weaponfunc *weaponGetFunctionById(u32 weaponnum, u32 which);
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struct weaponfunc *handGetWeaponFunction2(struct shorthand *hand);
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struct weaponfunc *handGetWeaponFunction(struct shorthand *hand);
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struct weaponfunc *weaponGetFunction(struct shorthand *hand, s32 which);
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struct weaponfunc *gsetGetWeaponFunction2(struct gset *gset);
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struct weaponfunc *gsetGetWeaponFunction(struct gset *gset);
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struct weaponfunc *weaponGetFunction(struct gset *gset, s32 which);
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struct weaponfunc *currentPlayerGetWeaponFunction(u32 hand);
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struct inventory_class *func0f0b11bc(struct shorthand *hand);
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struct inventory_class *func0f0b11bc(struct gset *gset);
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struct inventory_ammo *weaponGetAmmoByFunction(u32 weaponnum, u32 funcnum);
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f32 handGetXShift(s32 handnum);
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f32 func0f0b131c(s32 handnum);
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@@ -24,18 +24,18 @@ s32 currentPlayerGetDeviceState(s32 weaponnum);
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void currentPlayerSetDeviceActive(s32 weaponum, bool active);
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u16 weaponGetModelNum(s32 weaponnum);
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u16 weaponGetModelNum2(s32 weaponnum);
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void handPopulateFromCurrentPlayer(s32 handnum, struct shorthand *hand);
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struct inventory_ammo *handGetAmmoDefinition(struct shorthand *hand);
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u8 handGetSingleUnk3c(struct shorthand *hand);
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f32 handGetStrength(struct shorthand *hand);
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f32 handGetDamage(struct shorthand *hand);
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u8 handGetSingleUnk38(struct shorthand *hand);
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u16 handGetSingleShootSound(struct shorthand *hand);
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bool handHasFunctionFlags(struct shorthand *hand, u32 flags);
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void handPopulateFromCurrentPlayer(s32 handnum, struct gset *gset);
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struct inventory_ammo *gsetGetAmmoDefinition(struct gset *gset);
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u8 gsetGetSingleUnk3c(struct gset *gset);
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f32 gsetGetStrength(struct gset *gset);
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f32 gsetGetDamage(struct gset *gset);
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u8 gsetGetSingleUnk38(struct gset *gset);
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u16 gsetGetSingleShootSound(struct gset *gset);
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bool gsetHasFunctionFlags(struct gset *gset, u32 flags);
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s8 weaponGetNumTicksPerShot(u32 weaponnum, u32 funcindex);
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u32 currentPlayerGetSight(void);
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void func0f0b201c(struct shorthand *hand, f32 *arg1);
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struct guncmd *handGetPriToSecAnim(struct shorthand *hand);
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struct guncmd *handGetSecToPriAnim(struct shorthand *hand);
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void func0f0b201c(struct gset *gset, f32 *arg1);
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struct guncmd *gsetGetPriToSecAnim(struct gset *gset);
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struct guncmd *gsetGetSecToPriAnim(struct gset *gset);
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#endif
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@@ -4,8 +4,8 @@
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#include "data.h"
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#include "types.h"
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void mpstatsIncrementPlayerShotCount(struct shorthand *hand, s32 region);
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void mpstatsIncrementPlayerShotCount2(struct shorthand *hand, s32 region);
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void mpstatsIncrementPlayerShotCount(struct gset *gset, s32 region);
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void mpstatsIncrementPlayerShotCount2(struct gset *gset, s32 region);
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void mpstats0f0b0520(void);
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s32 mpstatsGetPlayerShotCountByRegion(u32 type);
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void mpstatsIncrementTotalKillCount(void);
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@@ -24,7 +24,7 @@ void func0f060db8(s32 handnum, bool arg1, struct coord *arg2, struct coord *arg3
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struct prop *func0f061d54(s32 handnum, u32 arg1, u32 arg2);
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void handCreateBulletRaycast(s32 handnum, bool arg1, bool dorandom, s32 arg3, bool arg4);
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u32 func0f061fa8(void);
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void handInflictCloseRangeDamage(s32 handnum, struct shorthand *hand, bool arg2);
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void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2);
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void handTickAttack(s32 handnum);
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void handsTickAttack(void);
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void func0f062b64(struct prop *prop, s32 arg1);
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@@ -285,8 +285,8 @@ u32 func0f08ae54(struct defaultobj *obj, struct chrdata *chr);
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u32 func0f08b108(struct weaponobj *weapon, struct chrdata *chr, struct modelfiledata *modelfiledata, u32 arg3, u32 arg4);
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void func0f08b208(struct weaponobj *weapon, struct chrdata *chr);
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void func0f08b25c(struct weaponobj *weapon, struct chrdata *chr);
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struct weaponobj *func0f08b27c(s32 modelnum, struct shorthand *hand, struct chrdata *chr);
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struct weaponobj *func0f08b658(s32 modelnum, struct shorthand *hand, struct chrdata *chr);
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struct weaponobj *func0f08b27c(s32 modelnum, struct gset *gset, struct chrdata *chr);
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struct weaponobj *func0f08b658(s32 modelnum, struct gset *gset, struct chrdata *chr);
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struct weaponobj *func0f08b880(s32 modelnum, s32 weaponnum, struct chrdata *chr);
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void chrSetObjHiddenFlag4OnWeapon(struct chrdata *chr, s32 hand);
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struct prop *func0f08b8e8(struct chrdata *chr, s32 weaponnum, s32 arg2, u32 flags, s32 arg4, s32 arg5);
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+4
-4
@@ -1057,8 +1057,8 @@ struct act_argh {
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/*0x30*/ s32 lvframe60;
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};
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// The first 4 bytes of the hand struct
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struct shorthand {
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// Gun settings
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struct gset {
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u8 weaponnum;
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u8 unk0639;
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u8 unk063a;
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@@ -1069,7 +1069,7 @@ struct act_preargh {
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/*0x2c*/ struct coord dir;
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/*0x38*/ f32 relshotdir;
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/*0x3c*/ s32 hitpart;
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/*0x40*/ struct shorthand hand;
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/*0x40*/ struct gset gset;
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/*0x44*/ s32 aplayernum;
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};
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@@ -2154,7 +2154,7 @@ struct abmag {
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// Weapon data per hand
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struct hand {
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struct shorthand base;
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struct gset gset;
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/*0x063c*/ s8 firing;
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/*0x063d*/ s8 flashon;
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/*0x063e*/ u8 gunon;
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