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https://gitlab.com/ryandwyer/perfect-dark
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Decompile bgunDrawHud
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@@ -166,12 +166,12 @@ u32 bgunGetAmmoTypeForWeapon(u32 weaponnum, u32 func);
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s32 bgunGetAmmoQtyForWeapon(u32 weaponnum, u32 func);
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void bgunSetAmmoQtyForWeapon(u32 weaponnum, u32 func, u32 quantity);
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s32 bgunGetAmmoCapacityForWeapon(s32 weaponnum, s32 func);
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Gfx *bgunRenderHudString(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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Gfx *bgunRenderHudInteger(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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Gfx *bgunDrawHudString(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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Gfx *bgunDrawHudInteger(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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void bgunResetAbmag(struct abmag *abmag);
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void bgun0f0a9da8(struct abmag *abmag, s32 remaining, s32 capacity, s32 height);
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Gfx *bgunRenderHudGauge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct abmag *abmag, s32 remaining, s32 capacity, u32 vacantcolour, u32 occupiedcolour, bool flip);
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Gfx *bgunRenderHud(Gfx *gdl);
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Gfx *bgunDrawHudGauge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct abmag *abmag, s32 remaining, s32 capacity, u32 vacantcolour, u32 occupiedcolour, bool flip);
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Gfx *bgunDrawHud(Gfx *gdl);
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void bgunAddBoost(s32 arg0);
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void bgunSubtractBoost(s32 arg0);
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void bgunApplyBoost(void);
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