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https://github.com/perfect-dark-pc-port/perfect_dark.git
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Rename bot files and functions
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@@ -30,9 +30,10 @@
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#include "game/game_165670.h"
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#include "game/game_1657c0.h"
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#include "game/lv.h"
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#include "game/game_190260.h"
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#include "game/game_197600.h"
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#include "game/game_1999b0.h"
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#include "game/bot.h"
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#include "game/botact.h"
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#include "game/botcmd.h"
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#include "game/botinv.h"
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#include "game/mplayer/mplayer.h"
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#include "game/pad.h"
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#include "game/padhalllv.h"
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@@ -4526,7 +4527,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
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if (damageshield) {
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shield = chrGetShield(chr);
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if (chr->aibot && chr->aibot->simulant->base.simtype == SIMTYPE_TURTLE) {
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if (chr->aibot && chr->aibot->config->type == BOTTYPE_TURTLE) {
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armourscale = 4;
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}
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@@ -4534,9 +4535,9 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
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if (g_Vars.normmplayerisrunning) {
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#if VERSION >= VERSION_PAL_FINAL
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// Fixing a @bug?
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damage = damage * mpHandicapToDamageScale(g_MpPlayers[g_Vars.currentplayerstats->mpindex].handicap);
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damage = damage * mpHandicapToDamageScale(g_PlayerConfigsArray[g_Vars.currentplayerstats->mpindex].handicap);
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#else
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damage /= mpHandicapToDamageScale(g_MpPlayers[g_Vars.currentplayerstats->mpindex].handicap);
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damage /= mpHandicapToDamageScale(g_PlayerConfigsArray[g_Vars.currentplayerstats->mpindex].handicap);
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#endif
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}
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@@ -4741,7 +4742,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
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setCurrentPlayerNum(propGetPlayerNum(vprop));
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if (g_Vars.normmplayerisrunning) {
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damage /= mpHandicapToDamageScale(g_MpPlayers[g_Vars.currentplayerstats->mpindex].handicap);
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damage /= mpHandicapToDamageScale(g_PlayerConfigsArray[g_Vars.currentplayerstats->mpindex].handicap);
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}
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if (g_Vars.currentplayer->isdead == false && !g_PlayerInvincible) {
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@@ -4854,7 +4855,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
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if (gsetHasFunctionFlags(gset, FUNCFLAG_DROPWEAPON)
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&& ((chr->flags & CHRFLAG0_CANLOSEGUN) || chr->aibot)) {
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if (chr->aibot) {
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aibotLoseGun(chr, aprop);
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botLoseGun(chr, aprop);
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} else {
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weapon = chrGetHeldProp(chr, HAND_RIGHT);
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@@ -5102,7 +5103,7 @@ void chrDie(struct chrdata *chr, s32 aplayernum)
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chr->aioffset = 0;
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mpstatsRecordDeath(aplayernum, mpPlayerGetIndex(chr));
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func0f199964(chr, chr->aibot->weaponnum);
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botinvDropAll(chr, chr->aibot->weaponnum);
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#if VERSION >= VERSION_NTSC_1_0
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chr->aibot->unk09c_00 = 0;
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@@ -5417,7 +5418,7 @@ f32 func0f0370a8(struct chrdata *chr)
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f32 result;
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if (chr->aibot) {
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result = aibotCalculateMaxSpeed(chr);
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result = botCalculateMaxSpeed(chr);
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} else {
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s16 animnum = modelGetAnimNum(chr->model);
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result = func0f02dff0(animnum) * (chr->model->scale * 9.999999f);
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@@ -5485,7 +5486,7 @@ void chrGoPosConsiderRestart(struct chrdata *chr)
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chr->act_gopos.restartttl = value;
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} else if (chr->act_gopos.restartttl <= (u16)g_Vars.lvupdate240_60) {
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if (chr->aibot) {
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func0f197544(chr);
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botCheckFetch(chr);
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} else {
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chrGoToPos(chr, &chr->act_gopos.endpos, chr->act_gopos.endrooms, chr->act_gopos.flags);
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}
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@@ -6728,7 +6729,7 @@ bool chrCanSeeChr(struct chrdata *chr, struct chrdata *target, s16 *room)
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u32 stack;
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s16 sp88[] = {-1, 0, 0, 0, 0, 0, 0, 0};
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if (func0f19294c(chr, target) == 0) {
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if (bot0f19294c(chr, target) == 0) {
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struct prop *prop = chr->prop;
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struct coord pos;
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s16 rooms[8];
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@@ -8433,7 +8434,7 @@ void chrTickDead(struct chrdata *chr)
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chr->fadealpha = 0;
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if (aibot) {
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mpInitSimulant(chr, true);
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botSpawn(chr, true);
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} else {
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chr->hidden |= CHRHFLAG_REAPED;
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}
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@@ -11230,7 +11231,7 @@ glabel var7f1a9184
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/* f040b38: 46060282 */ mul.s $f10,$f0,$f6
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/* f040b3c: 11800019 */ beqz $t4,.PF0f040ba4
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/* f040b40: e7aa01e8 */ swc1 $f10,0x1e8($sp)
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/* f040b44: 0fc6492c */ jal chrGuessCrouchPos
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/* f040b44: 0fc6492c */ jal botGuessCrouchPos
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/* f040b48: 8fa40278 */ lw $a0,0x278($sp)
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/* f040b4c: 8fb90278 */ lw $t9,0x278($sp)
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/* f040b50: 00404825 */ move $t1,$v0
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@@ -11272,7 +11273,7 @@ glabel var7f1a9184
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/* f040bd4: 00002825 */ move $a1,$zero
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/* f040bd8: afae0250 */ sw $t6,0x250($sp)
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/* f040bdc: 27a601e0 */ addiu $a2,$sp,0x1e0
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/* f040be0: 0fc66c21 */ jal aibotShootFarsightThroughWalls
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/* f040be0: 0fc66c21 */ jal botactShootFarsight
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/* f040be4: 27a70244 */ addiu $a3,$sp,0x244
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/* f040be8: 24010002 */ li $at,0x2
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/* f040bec: 5441000a */ bnel $v0,$at,.PF0f040c18
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@@ -12828,7 +12829,7 @@ glabel var7f1a9184
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/* f0409b4: 46060282 */ mul.s $f10,$f0,$f6
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/* f0409b8: 11800019 */ beqz $t4,.L0f040a20
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/* f0409bc: e7aa01e8 */ swc1 $f10,0x1e8($sp)
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/* f0409c0: 0fc644fe */ jal chrGuessCrouchPos
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/* f0409c0: 0fc644fe */ jal botGuessCrouchPos
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/* f0409c4: 8fa40278 */ lw $a0,0x278($sp)
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/* f0409c8: 8fb90278 */ lw $t9,0x278($sp)
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/* f0409cc: 00404825 */ or $t1,$v0,$zero
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@@ -12870,7 +12871,7 @@ glabel var7f1a9184
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/* f040a50: 00002825 */ or $a1,$zero,$zero
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/* f040a54: afae0250 */ sw $t6,0x250($sp)
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/* f040a58: 27a601e0 */ addiu $a2,$sp,0x1e0
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/* f040a5c: 0fc667e1 */ jal aibotShootFarsightThroughWalls
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/* f040a5c: 0fc667e1 */ jal botactShootFarsight
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/* f040a60: 27a70244 */ addiu $a3,$sp,0x244
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/* f040a64: 24010002 */ addiu $at,$zero,0x2
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/* f040a68: 5441000a */ bnel $v0,$at,.L0f040a94
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@@ -14418,7 +14419,7 @@ glabel var7f1a9184
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/* f040194: 46060282 */ mul.s $f10,$f0,$f6
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/* f040198: 11800019 */ beqz $t4,.NB0f040200
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/* f04019c: e7aa01e8 */ swc1 $f10,0x1e8($sp)
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/* f0401a0: 0fc62d37 */ jal chrGuessCrouchPos
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/* f0401a0: 0fc62d37 */ jal botGuessCrouchPos
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/* f0401a4: 8fa40278 */ lw $a0,0x278($sp)
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/* f0401a8: 8fb90278 */ lw $t9,0x278($sp)
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/* f0401ac: 00404825 */ or $t1,$v0,$zero
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@@ -14460,7 +14461,7 @@ glabel var7f1a9184
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/* f040230: 00002825 */ or $a1,$zero,$zero
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/* f040234: afae0250 */ sw $t6,0x250($sp)
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/* f040238: 27a601e0 */ addiu $a2,$sp,0x1e0
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/* f04023c: 0fc64fd9 */ jal aibotShootFarsightThroughWalls
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/* f04023c: 0fc64fd9 */ jal botactShootFarsight
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/* f040240: 27a70244 */ addiu $a3,$sp,0x244
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/* f040244: 24010002 */ addiu $at,$zero,0x2
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/* f040248: 5441000a */ bnel $v0,$at,.NB0f040274
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@@ -15575,7 +15576,7 @@ glabel var7f1a9184
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* takes care of the gun's fire rate.
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*/
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// Mismatches:
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// - near aibotShootFarsightThroughWalls, chr needs to be loaded into t3 which
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// - near botactShootFarsight, chr needs to be loaded into t3 which
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// should solve instruction ordering.
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// - Float calculations near 65536 have diffent codegen
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// - Calculation of sp168 and spcc have reordered instructions
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@@ -15730,7 +15731,7 @@ glabel var7f1a9184
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// vector.f[2] = cosf(sp200) * cosf(aimangle);
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//
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// if (isaibot) {
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// bgun0f0a0fac(&vector, chr->aibot->weaponnum, chr->aibot->gunfunc, chr->aibot->unk04d[handnum], chrGuessCrouchPos(chr), chr->weapons_held[0] && chr->weapons_held[1]);
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// bgun0f0a0fac(&vector, chr->aibot->weaponnum, chr->aibot->gunfunc, chr->aibot->unk04d[handnum], botGuessCrouchPos(chr), chr->weapons_held[0] && chr->weapons_held[1]);
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// }
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// }
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//
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@@ -15740,7 +15741,7 @@ glabel var7f1a9184
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// makebeam = true;
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//
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// // This function can never return 2 though...
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// if (aibotShootFarsightThroughWalls(chr, 0, &vector, &gunpos) == 2) {
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// if (botactShootFarsight(chr, 0, &vector, &gunpos) == 2) {
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// normalshoot = random() % 255 > 200;
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// }
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// }
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@@ -25246,7 +25247,7 @@ Gfx *chrsRenderChrStats(Gfx *gdl, s16 *rooms)
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if (chr->aibot) {
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if (g_MpSetup.options & MPOPTION_TEAMSENABLED) {
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aibot = 1;
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sprintf(aibotbuffer, "\nTEAM %d: Cmd: %s", chr->team, mpGetBotCommandName(chr->aibot->command));
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sprintf(aibotbuffer, "\nTEAM %d: Cmd: %s", chr->team, botGetCommandName(chr->aibot->command));
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}
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}
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