forked from Ports/perfect_dark
Merge pull request #577 from jonaeru/mp-random-weapon-filter
Add "Select Random Weapons" mp menu
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4 files changed
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@@ -48,6 +48,11 @@ struct modeldef *var800acc28[18];
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struct mpweaponset g_MpWeaponSets[12];
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s32 g_MpWeaponSetNum;
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#ifndef PLATFORM_N64
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u8 g_MpWeaponSetRandomFilters[NUM_MPWEAPONS];
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s32 g_MpWeaponRandomFilterNum;
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#endif
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#if VERSION >= VERSION_NTSC_1_0
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const char var7f1b8a00[] = "||||||||||||| Starting game... players %d\n";
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#endif
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@@ -508,6 +513,12 @@ void mpPlayerSetDefaults(s32 playernum, bool autonames)
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for (i = 0; i < ARRAYCOUNT(g_PlayerConfigsArray); i++) {
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g_PlayerConfigsArray[playernum].gunfuncs[i] = 0;
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}
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#ifndef PLATFORM_N64
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for (i = 0; i < ARRAYCOUNT(g_MpWeapons); i++) {
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g_MpWeaponSetRandomFilters[i] = 1;
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}
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#endif
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}
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void func0f1881d4(s32 index)
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@@ -1158,10 +1169,40 @@ void func0f18913c(void)
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}
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}
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#ifndef PLATFORM_N64
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void mpSetRandomWeapons(u8 weapons[])
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{
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s32 lockcount = 0;
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s32 index = 0;
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s32 i;
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for (i = 0; i < NUM_MPWEAPONS; i++) {
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if (challengeIsFeatureUnlocked(g_MpWeapons[i].unlockfeature)) {
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if (g_MpWeaponSetRandomFilters[i] == 1) {
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weapons[index] = i - lockcount;
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index++;
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}
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} else {
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lockcount++;
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}
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}
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if (index == 0) {
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weapons[0] = 0; // optionindex (shifted by unlocked weapons, but usually 0 is "Nothing")
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g_MpWeaponRandomFilterNum = 1;
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} else {
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g_MpWeaponRandomFilterNum = index;
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}
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}
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#endif
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void mpApplyWeaponSet(void)
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{
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s32 i;
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u8 *ptr;
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#ifndef PLATFORM_N64
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u8 randomweapons[NUM_MPWEAPONS];
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#endif
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if (g_MpWeaponSetNum >= 0 && g_MpWeaponSetNum < ARRAYCOUNT(g_MpWeaponSets)) {
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if (challengeIsFeatureUnlocked(g_MpWeaponSets[g_MpWeaponSetNum].requirefeatures[0])
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@@ -1199,17 +1240,31 @@ void mpApplyWeaponSet(void)
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}
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}
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} else if (g_MpWeaponSetNum == WEAPONSET_RANDOM) {
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#ifdef PLATFORM_N64
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s32 numoptions = mpGetNumWeaponOptions();
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for (i = 0; i < ARRAYCOUNT(g_MpSetup.weapons); i++) {
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mpSetWeaponSlot(i, rngRandom() % numoptions);
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}
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#else
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mpSetRandomWeapons(randomweapons);
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for (i = 0; i < ARRAYCOUNT(g_MpSetup.weapons); i++) {
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mpSetWeaponSlot(i, randomweapons[rngRandom() % g_MpWeaponRandomFilterNum]);
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}
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#endif
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} else if (g_MpWeaponSetNum == WEAPONSET_RANDOMFIVE) {
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#ifdef PLATFORM_N64
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s32 numoptions = mpGetNumWeaponOptions() - 2;
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for (i = 0; i < 5; i++) {
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mpSetWeaponSlot(i, rngRandom() % numoptions + 1);
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}
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#else
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mpSetRandomWeapons(randomweapons);
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for (i = 0; i < 5; i++) {
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mpSetWeaponSlot(i, randomweapons[rngRandom() % g_MpWeaponRandomFilterNum]);
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}
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#endif
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mpSetWeaponSlot(i, mpGetNumWeaponOptions() - 1);
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}
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@@ -1165,6 +1165,155 @@ struct menudialogdef g_MpSaveSetupExistsMenuDialog = {
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};
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#ifndef PLATFORM_N64
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MenuItemHandlerResult mpSelectRandomWeaponListHandler(s32 operation, struct menuitem *item, union handlerdata *data)
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{
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static const char *labels[] = {
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"Select Dark",
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"Select Classic",
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"Select All",
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"Select None",
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};
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switch (operation) {
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case MENUOP_GETOPTIONCOUNT:
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data->list.value = mpGetNumWeaponOptions() + 4;
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break;
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case MENUOP_GETOPTIONTEXT:
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{
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s32 numweapons = mpGetNumWeaponOptions();
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if (data->list.value < numweapons) {
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return (uintptr_t) mpGetWeaponLabel(data->list.value);
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} else {
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return (intptr_t)labels[data->list.value - numweapons];
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}
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}
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case MENUOP_SET:
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{
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s32 numweapons = mpGetNumWeaponOptions();
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s32 mpweaponnum = data->list.value;
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s32 optionindex = mpweaponnum;
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s32 i;
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if (data->list.value < numweapons) {
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if (data->list.unk04 == 0) {
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for (i = 0; i <= mpweaponnum; i++) {
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if (challengeIsFeatureUnlocked(g_MpWeapons[i].unlockfeature) == 0) {
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mpweaponnum++;
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}
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optionindex = mpweaponnum;
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}
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g_MpWeaponSetRandomFilters[optionindex] = 1 - g_MpWeaponSetRandomFilters[optionindex];
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}
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} else {
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s32 index = data->list.value - numweapons;
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switch (index) {
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case 0:
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// Select Dark
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for (i = 0; i < ARRAYCOUNT(g_MpWeapons); i++) {
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if ((i >= MPWEAPON_NONE && i <= MPWEAPON_COMBATBOOST) || i >= MPWEAPON_SHIELD) {
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g_MpWeaponSetRandomFilters[i] = 1;
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} else {
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g_MpWeaponSetRandomFilters[i] = 0;
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}
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}
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break;
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case 1:
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// Select Classic
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for (i = 0; i < ARRAYCOUNT(g_MpWeapons); i++) {
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if (i >= MPWEAPON_PP9I && i <= MPWEAPON_RCP45) {
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g_MpWeaponSetRandomFilters[i] = 1;
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} else {
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g_MpWeaponSetRandomFilters[i] = 0;
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}
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}
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break;
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case 2:
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// Select All
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for (i = 0; i < ARRAYCOUNT(g_MpWeapons); i++) {
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g_MpWeaponSetRandomFilters[i] = 1;
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}
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break;
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case 3:
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// Select None
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for (i = 0; i < ARRAYCOUNT(g_MpWeapons); i++) {
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g_MpWeaponSetRandomFilters[i] = 0;
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}
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break;
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}
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}
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}
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break;
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case MENUOP_GETSELECTEDINDEX:
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data->list.value = 0x000fffff;
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break;
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case MENUOP_GETLISTITEMCHECKBOX:
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{
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s32 numweapons = mpGetNumWeaponOptions();
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s32 mpweaponnum = data->list.value;
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s32 optionindex = mpweaponnum;
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s32 i;
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if (data->list.value < numweapons) {
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for (i = 0; i <= mpweaponnum; i++) {
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if (challengeIsFeatureUnlocked(g_MpWeapons[i].unlockfeature) == 0) {
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mpweaponnum++;
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}
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optionindex = mpweaponnum;
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}
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data->list.unk04 = g_MpWeaponSetRandomFilters[optionindex];
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}
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}
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break;
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}
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return 0;
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}
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struct menuitem g_MpSelectRandomWeaponsMenuItems[] = {
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{
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MENUITEMTYPE_LIST,
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0,
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MENUITEMFLAG_LOCKABLEMINOR,
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0x00000078,
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0x0000004d,
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mpSelectRandomWeaponListHandler,
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},
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{ MENUITEMTYPE_END },
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};
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struct menudialogdef g_MpSelectRandomWeaponsMenuDialog = {
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MENUDIALOGTYPE_DEFAULT,
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(uintptr_t)"Select Weapons",
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g_MpSelectRandomWeaponsMenuItems,
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NULL,
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MENUDIALOGFLAG_LITERAL_TEXT,
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NULL,
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};
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MenuItemHandlerResult menuhandlerMpSelectRandomWeapons(s32 operation, struct menuitem *item, union handlerdata *data)
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{
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switch (operation) {
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case MENUOP_CHECKDISABLED:
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case MENUOP_CHECKHIDDEN:
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if (g_MpWeaponSetNum == WEAPONSET_RANDOM
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|| g_MpWeaponSetNum == WEAPONSET_RANDOMFIVE) {
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return false;
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}
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return true;
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case MENUOP_SET:
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menuPushDialog(&g_MpSelectRandomWeaponsMenuDialog);
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}
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return 0;
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}
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MenuItemHandlerResult menuhandlerMpAutoRandomWeapon(s32 operation, struct menuitem *item, union handlerdata *data)
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{
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static const char *labels[] = {
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@@ -1220,6 +1369,14 @@ struct menuitem g_MpWeaponsMenuItems[] = {
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menuhandlerMpWeaponSetDropdown,
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},
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#ifndef PLATFORM_N64
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{
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MENUITEMTYPE_SELECTABLE,
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0,
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MENUITEMFLAG_LITERAL_TEXT,
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(uintptr_t)"Select Weapons\n",
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0,
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menuhandlerMpSelectRandomWeapons,
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},
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{
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MENUITEMTYPE_DROPDOWN,
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0,
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@@ -556,6 +556,9 @@ extern s32 g_MusicDisableMpDeath;
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extern s32 g_BgunGeMuzzleFlashes;
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extern s32 g_FileAutoSelect;
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extern u8 g_MpWeaponSetRandomFilters[NUM_MPWEAPONS];
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extern s32 g_MpWeaponRandomFilterNum;
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#define PLAYER_EXTCFG() g_PlayerExtCfg[g_Vars.currentplayerstats->mpindex & 3]
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#define PLAYER_DEFAULT_FOV (PLAYER_EXTCFG().fovy)
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@@ -34,6 +34,9 @@ s32 func0f189058(bool full);
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s32 func0f189088(void);
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char *mpGetWeaponSetName(s32 arg0);
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void func0f18913c(void);
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#ifndef PLATFORM_N64
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void mpSetRandomWeapons(u8 weapons[]);
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#endif
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void mpApplyWeaponSet(void);
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void mpSetWeaponSet(s32 weaponsetnum);
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void func0f1895e8(void);
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