Decompile abmagReset
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2f2d7689b1
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cd076e7de2
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@ -11645,7 +11645,7 @@ void func0f0a1528(void)
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player->hands[i].matmot2 = 0.0f;
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player->hands[i].matmot3 = 0.0f;
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player->hands[i].angledamper = 0.0f;
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player->hands[i].unk0db8 = 0.0f;
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player->hands[i].gunsmokepoint = 0.0f;
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player->hands[i].unk0b90 = 0;
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player->hands[i].unk0888 = 0.0f;
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player->hands[i].allowshootframe = 0;
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@ -20620,14 +20620,13 @@ glabel func0f0a9d2c
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/* f0a9d90: 00000000 */ nop
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);
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GLOBAL_ASM(
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glabel func0f0a9d94
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/* f0a9d94: a4800000 */ sh $zero,0x0($a0)
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/* f0a9d98: a0800005 */ sb $zero,0x5($a0)
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/* f0a9d9c: a0800004 */ sb $zero,0x4($a0)
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/* f0a9da0: 03e00008 */ jr $ra
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/* f0a9da4: a4800002 */ sh $zero,0x2($a0)
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);
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void abmagReset(struct abmag *abmag)
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{
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abmag->unk00 = 0;
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abmag->unk05 = 0;
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abmag->unk04 = 0;
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abmag->unk02 = 0;
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}
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GLOBAL_ASM(
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glabel func0f0a9da8
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@ -22129,13 +22128,13 @@ glabel hudRenderAmmo
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/* f0ab344: 8fa4012c */ lw $a0,0x12c($sp)
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/* f0ab348: 132f000d */ beq $t9,$t7,.L0f0ab380
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/* f0ab34c: 24841568 */ addiu $a0,$a0,0x1568
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/* f0ab350: 0fc2a765 */ jal func0f0a9d94
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/* f0ab350: 0fc2a765 */ jal abmagReset
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/* f0ab354: afaa0058 */ sw $t2,0x58($sp)
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/* f0ab358: 8fa4005c */ lw $a0,0x5c($sp)
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/* f0ab35c: 0fc2a765 */ jal func0f0a9d94
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/* f0ab35c: 0fc2a765 */ jal abmagReset
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/* f0ab360: 2484078c */ addiu $a0,$a0,0x78c
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/* f0ab364: 8faa0058 */ lw $t2,0x58($sp)
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/* f0ab368: 0fc2a765 */ jal func0f0a9d94
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/* f0ab368: 0fc2a765 */ jal abmagReset
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/* f0ab36c: 2544005c */ addiu $a0,$t2,0x5c
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/* f0ab370: 8faa0058 */ lw $t2,0x58($sp)
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/* f0ab374: 8fae0110 */ lw $t6,0x110($sp)
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@ -22758,10 +22757,10 @@ void func0f0abd30(s32 handnum)
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hand->unk08c0 = 1;
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if (gunctrl->ammotypes[0] >= 0) {
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func0f0a9d94(&hand->unk0dc4);
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abmagReset(&hand->abmag);
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if (handnum == HAND_RIGHT) {
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func0f0a9d94(&gunctrl->unk15dc);
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abmagReset(&gunctrl->abmag);
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}
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gunctrl->unk15e9 = 0;
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@ -164,7 +164,7 @@ void currentPlayerGiveAmmoForWeapon(u32 weaponnum, u32 func, u32 quantity);
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u32 func0f0a9b10(void);
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u32 func0f0a9b68(void);
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u32 func0f0a9d2c(void);
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void func0f0a9d94(u32 *arg0);
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void abmagReset(struct abmag *abmag);
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u32 func0f0a9da8(void);
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u32 func0f0a9fc0(void);
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Gfx *hudRenderAmmo(Gfx *gdl);
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@ -1719,6 +1719,14 @@ struct beam {
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/*0x28*/ f32 dist;
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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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};
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// The first 4 bytes of the hand struct
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struct shorthand {
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u8 weaponnum;
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@ -2081,23 +2089,22 @@ struct hand {
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/*0x0d7c*/ u32 unk0d7c;
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/*0x0d80*/ struct remoteminething *unk0d80;
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/*0x0d84*/ struct audiohandle *audiohandle;
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/*0x0d88*/ u32 unk0d88;
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/*0x0d8c*/ u32 unk0d8c;
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/*0x0d90*/ u32 unk0d90;
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/*0x0d94*/ u32 unk0d94;
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/*0x0d98*/ u32 unk0d98;
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/*0x0d9c*/ u32 unk0d9c;
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/*0x0da0*/ u32 unk0da0;
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/*0x0da4*/ u32 unk0da4;
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/*0x0da8*/ u32 unk0da8;
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/*0x0dac*/ u32 unk0dac;
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/*0x0db0*/ u32 unk0db0;
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/*0x0db4*/ u32 unk0db4;
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/*0x0db8*/ f32 unk0db8;
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/*0x0dbc*/ u32 unk0dbc;
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/*0x0dc0*/ u32 unk0dc0;
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/*0x0dc4*/ u32 unk0dc4;
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/*0x0dc8*/ u32 unk0dc8;
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/*0x0d88*/ u32 ispare4;
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/*0x0d8c*/ u32 ispare5;
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/*0x0d90*/ u32 ispare6;
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/*0x0d94*/ u32 ispare7;
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/*0x0d98*/ u32 ispare8;
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/*0x0d9c*/ u32 ispare9;
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/*0x0da0*/ u32 ispare10;
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/*0x0da4*/ f32 fspare1;
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/*0x0da8*/ f32 fspare2;
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/*0x0dac*/ f32 fspare3;
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/*0x0db0*/ f32 fspare4;
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/*0x0db4*/ f32 fspare5;
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/*0x0db8*/ f32 gunsmokepoint;
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/*0x0dbc*/ u32 fspare7;
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/*0x0dc0*/ u32 fspare8;
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/*0x0dc4*/ struct abmag abmag;
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/*0x0dcc*/ u32 unk0dcc;
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/*0x0dd0*/ u32 unk0dd0;
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/*0x0dd4*/ u32 unk0dd4;
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@ -2150,8 +2157,7 @@ struct gunctrl {
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/*0x15d0*/ u32 unk15d0;
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/*0x15d4*/ u32 unk15d4;
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/*0x15d8*/ u32 unk15d8;
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/*0x15dc*/ u32 unk15dc;
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/*0x15e0*/ u32 unk15e0;
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/*0x15dc*/ struct abmag abmag;
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/*0x15e4*/ s8 ammotypes[2];
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/*0x15e6*/ u8 unk15e6;
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/*0x15e7*/ u8 unk15e7;
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