Decompile aiSetPlayerDeadList
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37de186ff3
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b03597fa46
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@ -88101,28 +88101,19 @@ bool aiSetDarkRoomList(void)
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/**
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* @cmd 01c4
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*/
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GLOBAL_ASM(
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glabel ai01c4
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/* f04dfac: 3c06800a */ lui $a2,0x800a
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/* f04dfb0: 24c69fc0 */ addiu $a2,$a2,-24640
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/* f04dfb4: 8cc30438 */ lw $v1,0x438($a2)
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/* f04dfb8: 8cce0434 */ lw $t6,0x434($a2)
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/* f04dfbc: 8cc50424 */ lw $a1,0x424($a2)
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/* f04dfc0: 01c31021 */ addu $v0,$t6,$v1
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/* f04dfc4: 904f0002 */ lbu $t7,0x2($v0)
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/* f04dfc8: 90590003 */ lbu $t9,0x3($v0)
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/* f04dfcc: 00001025 */ or $v0,$zero,$zero
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/* f04dfd0: 000fc200 */ sll $t8,$t7,0x8
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/* f04dfd4: 03192025 */ or $a0,$t8,$t9
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/* f04dfd8: 10a00003 */ beqz $a1,.L0f04dfe8
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/* f04dfdc: 3088ffff */ andi $t0,$a0,0xffff
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/* f04dfe0: a4a8035c */ sh $t0,0x35c($a1)
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/* f04dfe4: 8cc30438 */ lw $v1,0x438($a2)
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.L0f04dfe8:
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/* f04dfe8: 24690004 */ addiu $t1,$v1,0x4
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/* f04dfec: 03e00008 */ jr $ra
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/* f04dff0: acc90438 */ sw $t1,0x438($a2)
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);
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bool aiSetPlayerDeadList(void)
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{
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u8 *cmd = g_Vars.ailist + g_Vars.aioffset;
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u16 ailistid = cmd[3] | (cmd[2] << 8);
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if (g_Vars.chrdata) {
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g_Vars.chrdata->aiplayerdeadlist = ailistid;
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}
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g_Vars.aioffset += 4;
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return false;
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}
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/**
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* @cmd 0008
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@ -1715,6 +1715,10 @@
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mkshort(0x01c3), \
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mkshort(function),
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#define set_aiplayerdeadlist(ailistid) \
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mkshort(0x01c4), \
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mkshort(ailistid),
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// Calls some function on the chr. Possibly related to geometry, because it
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// works with values such as 45 and 360.
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#define cmd01c5 \
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@ -415,7 +415,7 @@
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/*0x01c1*/ bool aiSetPunchDodgeList(void);
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/*0x01c2*/ bool aiSetShootingAtMeList(void);
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/*0x01c3*/ bool aiSetDarkRoomList(void);
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/*0x01c4*/ bool ai01c4(void);
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/*0x01c4*/ bool aiSetPlayerDeadList(void);
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/*0x01c5*/ bool ai01c5(void);
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/*0x01c6*/ bool ai01c6(void);
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/*0x01c7*/ bool ai01c7(void);
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@ -14399,7 +14399,7 @@ bool (*command_pointers[])(void) = {
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/*0x01c1*/ aiSetPunchDodgeList,
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/*0x01c2*/ aiSetShootingAtMeList,
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/*0x01c3*/ aiSetDarkRoomList,
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/*0x01c4*/ ai01c4,
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/*0x01c4*/ aiSetPlayerDeadList,
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/*0x01c5*/ ai01c5,
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/*0x01c6*/ ai01c6,
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/*0x01c7*/ ai01c7,
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