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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-03 08:33:20 -04:00
Decompile func0f197600
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@@ -21,7 +21,7 @@ u32 func0f1921f8(void);
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void func0f192628(struct chrdata *chr, struct prop *arg1);
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u32 func0f19277c(void);
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bool func0f19294c(struct chrdata *chr, struct chrdata *chr2);
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u32 func0f192a48(void);
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bool func0f192a48(struct chrdata *chr);
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u32 func0f192a74(void);
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u32 func0f192d64(void);
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u32 func0f192dc0(void);
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@@ -4,7 +4,7 @@
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#include "data.h"
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#include "types.h"
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u32 func0f197600(void);
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void func0f197600(struct chrdata *chr);
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void mpAibotApplyCommand(struct chrdata *chr, u32 command);
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void aibotClearInventory(struct chrdata *chr);
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struct invitem *aibotGetFreeInvSlot(struct chrdata *chr);
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@@ -21,7 +21,7 @@ s32 mpGetWeaponIndexByWeaponNum(s32 weaponnum);
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u32 func0f198338(void);
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u32 func0f198db4(void);
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u32 func0f198df8(void);
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u32 func0f198e38(void);
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s32 func0f198e38(s32 weaponnum, s32 funcnum);
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u32 func0f198e78(void);
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u32 func0f198eec(void);
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bool aibotSwitchToWeapon(struct chrdata *chr, s32 weaponnum, s32 funcnum);
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+3
-3
@@ -367,7 +367,7 @@ struct aibot {
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/*0x000*/ u8 unk000;
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/*0x002*/ s16 aibotnum;
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/*0x004*/ struct mpsim *simulant;
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/*0x008*/ s16 unk008;
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/*0x008*/ s16 attackingplayernum;
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/*0x00a*/ s16 followingplayernum;
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/*0x00c*/ s16 dangerouspropnum; // index into g_DangerousProps
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/*0x010*/ struct prop *prop;
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@@ -403,7 +403,7 @@ struct aibot {
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/*0x04f*/ u8 unk04f_05 : 1;
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/*0x04f*/ u8 unk04f_06 : 1;
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/*0x04f*/ u8 unk04f_07 : 1;
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/*0x050*/ u32 unk050;
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/*0x050*/ struct prop *unk050;
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/*0x054*/ u32 unk054;
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/*0x058*/ u8 unk058; // related to fireslots
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/*0x059*/ u8 unk059;
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@@ -452,7 +452,7 @@ struct aibot {
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/*0x0c0*/ s32 attackpropnum;
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/*0x0c4*/ u32 unk0c4[2];
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/*0x0cc*/ u32 unk0cc; // Timer? Related to weapon switching
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/*0x0d0*/ u32 unk0d0;
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/*0x0d0*/ s32 unk0d0;
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/*0x0d4*/ s32 followprotectpropnum;
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/*0x0d8*/ s32 unk0d8;
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/*0x0dc*/ u32 unk0dc;
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