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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-29 16:32:40 -04:00
Implement constants for texture configs
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@@ -4114,6 +4114,200 @@
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#define TELEPORTSTATE_WHITE 3
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#define TELEPORTSTATE_EXITING 4
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#define TEX_BEAM_ORANGE 0
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#define TEX_BEAM_BLUE 1
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#define TEX_BEAM_RED 2
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#define TEX_BEAM_YELLOW 3
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#define TEX_BEAM_GREEN 4
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#define TEX_ENV_00 0
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#define TEX_ENV_01 1
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#define TEX_ENV_02 2
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#define TEX_GECROSSHAIR_00 0
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#define TEX_GENERAL_SNOW 0
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#define TEX_GENERAL_1PXWHITE 1
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#define TEX_GENERAL_02 2
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#define TEX_GENERAL_LASERBEAM 3
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#define TEX_GENERAL_LASERDOT 4
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#define TEX_GENERAL_05 5
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#define TEX_GENERAL_MENURAY0 6
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#define TEX_GENERAL_07 7
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#define TEX_GENERAL_08 8
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#define TEX_GENERAL_09 9
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#define TEX_GENERAL_NBOMBDOME 10
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#define TEX_GENERAL_MENURAY1 11
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#define TEX_GENERAL_NEWAGENT 12
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#define TEX_GENERAL_DEFECTION 13
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#define TEX_GENERAL_INVESTIGATION 14
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#define TEX_GENERAL_EXTRACTION 15
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#define TEX_GENERAL_VILLA 16
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#define TEX_GENERAL_CHICAGO 17
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#define TEX_GENERAL_G5BUILDING 18
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#define TEX_GENERAL_INFILTRATION 19
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#define TEX_GENERAL_RESCUE 20
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#define TEX_GENERAL_ESCAPE 21
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#define TEX_GENERAL_AIRBASE 22
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#define TEX_GENERAL_AIRFORCEONE 23
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#define TEX_GENERAL_CRASHSITE 24
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#define TEX_GENERAL_PELAGIC 25
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#define TEX_GENERAL_DEEPSEA 26
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#define TEX_GENERAL_DEFENSE 27
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#define TEX_GENERAL_ATTACKSHIP 28
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#define TEX_GENERAL_SKEDARRUINS 29
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#define TEX_GENERAL_MBR 30
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#define TEX_GENERAL_MAIANSOS 31
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#define TEX_GENERAL_WAR 32
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#define TEX_GENERAL_DUEL 33
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#define TEX_GENERAL_GOLDSTAR 34
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#define TEX_GENERAL_ENVSTAR 35
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#define TEX_GENERAL_SILVERSTAR 36
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#define TEX_GENERAL_37 37
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#define TEX_GENERAL_38 38
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#define TEX_GENERAL_39 39
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#define TEX_GENERAL_40 40
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#define TEX_GENERAL_41 41
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#define TEX_GENERAL_42 42
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#define TEX_GENERAL_43 43
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#define TEX_GENERAL_44 44
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#define TEX_GENERAL_45 45
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#define TEX_GENERAL_46 46
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#define TEX_GENERAL_DOLBYLOGO 47
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#define TEX_GENERAL_48 48
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#define TEX_GENERAL_RARELOGO 49
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#define TEX_GENERAL_FRTARGET 50
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#define TEX_GENERAL_CONTROLLER_TL 51
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#define TEX_GENERAL_CONTROLLER_TR 52
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#define TEX_GENERAL_CONTROLLER_BL 53
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#define TEX_GENERAL_CONTROLLER_BR 54
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#define TEX_GENERAL_CONTROLLER_LINE 55
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#define TEX_MUZZLE_LASER 0
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#define TEX_LASER_00 0
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#define TEX_LIGHT_00 0
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#define TEX_LIGHT_01 1
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#define TEX_LIGHT_02 2
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#define TEX_LIGHT_03 3
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#define TEX_LIGHT_04 4
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#define TEX_LIGHT_05 5
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#define TEX_LIGHT_06 6
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#define TEX_LIGHT_07 7
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#define TEX_LIGHT_08 8
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#define TEX_LIGHT_09 9
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#define TEX_RADAR_BG 0
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#define TEX_REDLINE_00 0
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#define TEX_SCREEN_BOND 0
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#define TEX_SCREEN_NOKAYOH 1
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#define TEX_SCREEN_BENOH_APMEA 2
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#define TEX_SCREEN_TAPLET 3
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#define TEX_SCREEN_CEBEPHAEA 4
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#define TEX_SCREEN_NOPATYTAPLET 5
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#define TEX_SCREEN_BLACKBAR 6
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#define TEX_SCREEN_SPACEDEBRIS 7
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#define TEX_SCREEN_TEXTURETOOL 8
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#define TEX_SCREEN_WORLDMAP1 9
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#define TEX_SCREEN_3DSHAPE 10
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#define TEX_SCREEN_WINDOWS1 11
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#define TEX_SCREEN_COLOURPICKERS 12
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#define TEX_SCREEN_EGG 13
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#define TEX_SCREEN_WINDOWS2 14
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#define TEX_SCREEN_WINDOWS3 15
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#define TEX_SCREEN_WIREFRAME 16
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#define TEX_SCREEN_ROCKET1 17
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#define TEX_SCREEN_ROCKET2 18
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#define TEX_SCREEN_EARTH2 19
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#define TEX_SCREEN_EARTH3 20
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#define TEX_SCREEN_GALAXY3 21
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#define TEX_SCREEN_GALAXY4 22
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#define TEX_SCREEN_GALAXY5 23
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#define TEX_SCREEN_GALAXY6 24
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#define TEX_SCREEN_GALAXY7 25
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#define TEX_SCREEN_GALAXY8 26
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#define TEX_SCREEN_STATIC 27
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#define TEX_SCREEN_SINEWAVE 28
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#define TEX_SCREEN_TEXT 29
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#define TEX_SCREEN_BARS 30
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#define TEX_SCREEN_SQUARES 31
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#define TEX_SCREEN_COP_FRAME1 32
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#define TEX_SCREEN_COP_FRAME2 33
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#define TEX_SCREEN_COP_FRAME3 34
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#define TEX_SCREEN_COP_FRAME4 35
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#define TEX_SCREEN_SKATE_FRAME1 36
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#define TEX_SCREEN_SKATE_FRAME2 37
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#define TEX_SCREEN_SKATE_FRAME3 38
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#define TEX_SCREEN_SKATE_FRAME4 39
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#define TEX_SCREEN_KARL_FRAME1 40
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#define TEX_SCREEN_KARL_FRAME2 41
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#define TEX_SCREEN_KARL_FRAME3 42
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#define TEX_SCREEN_KARL_FRAME4 43
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#define TEX_SCREEN_WORLDMAP2 44
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#define TEX_SCREEN_CUBE_FRAME1 45
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#define TEX_SCREEN_CUBE_FRAME2 46
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#define TEX_SCREEN_CUBE_FRAME3 47
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#define TEX_SCREEN_CUBE_FRAME4 48
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#define TEX_SCREEN_FILL 49
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#define TEX_SCREEN_TRANSPARENT 50
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#define TEX_SCREEN_MAIAN 51
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#define TEX_SCREEN_WHITECOAT_FRAME1 52
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#define TEX_SCREEN_WHITECOAT_FRAME2 53
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#define TEX_SCREEN_WHITECOAT_FRAME3 54
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#define TEX_SCREEN_WHITECOAT_FRAME4 55
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#define TEX_SCREEN_FINGER_FRAME1 56
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#define TEX_SCREEN_FINGER_FRAME2 57
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#define TEX_SCREEN_FINGER_FRAME3 58
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#define TEX_SCREEN_FINGER_FRAME4 59
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#define TEX_SCREEN_FIST_FRAME1 60
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#define TEX_SCREEN_FIST_FRAME2 61
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#define TEX_SCREEN_PATROL1_FRAME1 62
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#define TEX_SCREEN_PATROL1_FRAME2 63
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#define TEX_SCREEN_PATROL1_FRAME3 64
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#define TEX_SCREEN_PATROL1_FRAME4 65
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#define TEX_SCREEN_PATROL1_FRAME5 66
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#define TEX_SCREEN_PATROL2_FRAME1 67
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#define TEX_SCREEN_PATROL2_FRAME2 68
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#define TEX_SCREEN_PATROL2_FRAME3 69
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#define TEX_SCREEN_PATROL2_FRAME4 70
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#define TEX_SCREEN_PATROL2_FRAME5 71
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#define TEX_SCREEN_BIO 72
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#define TEX_SCREEN_JOHEAD 73
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#define TEX_SCREEN_JOFROCK 74
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#define TEX_SCREEN_PLANET1 75
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#define TEX_SCREEN_PLANET2 76
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#define TEX_SCREEN_PLANET3 77
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#define TEX_SCREEN_SKEDAR 78
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#define TEX_SCREEN_STRIPEDSHIRT_FRAME1 79
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#define TEX_SCREEN_STRIPEDSHIRT_FRAME2 80
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#define TEX_SCREEN_STRIPEDSHIRT_FRAME3 81
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#define TEX_SCREEN_STRIPEDSHIRT_FRAME4 82
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#define TEX_SCREEN_CASSHEAD 83
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#define TEX_SCREEN_DIAGRAM 84
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#define TEX_SCREEN_GALAXY1 85
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#define TEX_SCREEN_STAR 86
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#define TEX_SCREEN_GALAXY2 87
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#define TEX_SCREEN_NEBULA 88
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#define TEX_SCREEN_SYMBOLS 89
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#define TEX_SCREEN_GREENOBJECT1 90
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#define TEX_SCREEN_GREENOBJECT2 91
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#define TEX_SCREEN_GREENOBJECT3 92
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#define TEX_SCREEN_PCSTAND 93
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#define TEX_SCREEN_EARTH 94
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#define TEX_SCREEN_SHRINE 95
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#define TEX_SHADOW_00 0
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#define TEX_SHARD_00 0
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#define TEX_SHARD_01 1
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#define TEX_SHIELD_00 0
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#define TEX_SPARK_00 0
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#define TEXCOMPMETHOD_UNCOMPRESSED0 0
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#define TEXCOMPMETHOD_UNCOMPRESSED1 1
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#define TEXCOMPMETHOD_HUFFMAN 2
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@@ -9,7 +9,7 @@ void lasersights_reset(void);
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void beam_create(struct beam *beam, s32 weaponnum, struct coord *from, struct coord *to);
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void beam_create_for_hand(s32 handnum);
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Gfx *beam_render(Gfx *gdl, struct beam *beam, bool arg2, u8 arg3);
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Gfx *beam_render(Gfx *gdl, struct beam *beam, bool arg2, u8 texnum);
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void beam_tick(struct beam *beam);
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void casing_create_for_hand(s32 handnum, f32 ground, Mtxf *mtx);
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