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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-07-29 23:37:33 -04:00
Decompile activemenuAssignWeaponSlots
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@@ -12,7 +12,7 @@ void activemenuGetSlotDetails(s32 slot, u32 *flags, char *dst);
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void activemenusInit(void);
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s16 activemenuCalculateSlotWidth(void);
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void activemenuChangeScreen(s32 step);
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u32 func0f0fecd4(void);
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void activemenuAssignWeaponSlots(void);
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void activemenuOpen(void);
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void activemenuClose(void);
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bool activemenuIsCramped(void);
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+16
-3
@@ -4739,10 +4739,23 @@ struct activemenu {
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/*0x14*/ u32 unk14;
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/*0x18*/ f32 unk18; // seems like a fade duration or current alpha level
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/*0x1c*/ f32 unk1c;
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/*0x20*/ u8 weaponnums[8];
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/*0x28*/ u8 unk28[8];
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/**
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* Indexes into the player's inventory. Element 0 is AM slot top left,
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* then it goes left to right, top to bottom. Updated every tick while
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* the active menu is open. A value of 0xff means the slot is not shown.
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*/
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/*0x20*/ u8 invindexes[8];
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/**
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* Weapon numbers to slot mapping. In multiplayer this is determined at the
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* start of the match. Unsure how it works in solo. A value of 0xff means
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* the slot cannot be shown in this match.
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*/
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/*0x28*/ u8 weaponnums[8];
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/*0x30*/ u8 unk30;
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/*0x31*/ u8 unk31;
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/*0x31*/ u8 numitems; // number of items in player's inventory; can be higher than the number of AM slots
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/*0x32*/ u8 allbots; // when player holds R on the bot command screen
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/*0x33*/ u8 unk33;
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/*0x34*/ u8 unk34;
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