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https://gitlab.com/ryandwyer/perfect-dark
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Attempt to decompile handRenderHudGauge
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@@ -165,7 +165,7 @@ s32 weaponGetAmmoCapacity(s32 weaponnum, s32 func);
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Gfx *handRenderHudString(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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Gfx *handRenderHudInteger(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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void abmagReset(struct abmag *abmag);
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u32 func0f0a9da8(void);
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void func0f0a9da8(struct abmag *abmag, s32 remaining, s32 capacity, s32 height);
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Gfx *handRenderHudGauge(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 *handRenderHud(Gfx *gdl);
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void cboostAdd(s32 arg0);
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+22
-5
@@ -2058,11 +2058,28 @@ struct beam {
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};
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struct abmag {
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u16 unk00;
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u16 unk02;
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u8 unk04;
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u8 unk05;
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u16 alignment;
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// When the gauge uses separate bars, this is zero/unused. When the gauge
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// uses merged bars, this is the same figure as displayed on the HUD.
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/*0x00*/ u16 loadedammo;
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// Counts up to 255 when firing or reloading. It's used to determine the
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// brightness of the bar in the ammo gauge.
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/*0x02*/ s16 timer60;
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// When firing, this is the number of bars still loaded + any bars recently
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// fired which are fading to empty.
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// When loading, this is the number of bars which are loaded and don't have
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// a fade effect on them.
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// In other words, it's a reference to where the fade effects start and is
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// also a reference for the timer.
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/*0x04*/ s8 ref;
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// When positive, is the number of slots remaining to settle when reloading,
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// including slots which are fully empty.
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// When negative, is the number of slots remaining to settle when firing.
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/*0x05*/ s8 change;
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/*0x06*/ u16 alignment;
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};
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// The first 4 bytes of the hand struct
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