mirror of
https://github.com/dashr9230/SA-MP.git
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173 lines
8.4 KiB
C
173 lines
8.4 KiB
C
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#pragma once
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struct struc_13
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{
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DWORD field_0;
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DWORD field_4;
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DWORD field_8;
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DWORD field_C;
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};
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BOOL ProcessLineOfSight(VECTOR *vecOrigin, VECTOR *vecLine, VECTOR *colPoint,
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DWORD *pHitEntity, int bCheckBuildings, int bCheckVehicles, int bCheckPeds,
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int bCheckObjects, int bCheckDummies, int bSeeThroughStuff,
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int bIgnoreSomeObjectsForCamera, int bUnk1);
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float GetNormalisation(VECTOR *vec);
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float FloatDifference(float f1, float f2);
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float FloatOffset(float f1, float f2); // .text:100B48B0
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float NormalizeAngle(float fAngle);
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void __stdcall WorldRemoveEntity(DWORD *dwEnt);
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void __stdcall WorldAddEntity(DWORD *dwEnt);
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int __stdcall GameGetWeaponModelIDFromWeaponID(int iWeaponID);
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void __stdcall GameDisableCheatCodes();
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PED_TYPE * __stdcall GamePool_Ped_GetAt(int iID);
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int __stdcall GamePool_Ped_GetIndex(PED_TYPE *pActor);
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VEHICLE_TYPE * __stdcall GamePool_Vehicle_GetAt(int iID);
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DWORD __stdcall GamePool_Vehicle_GetIndex(VEHICLE_TYPE *pVehicle);
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ENTITY_TYPE * __stdcall GamePool_Object_GetAt(int iID);
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PED_TYPE * __stdcall GamePool_FindPlayerPed();
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BOOL __stdcall GameIsEntityOnScreen(DWORD * pdwEnt);
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void __stdcall InitPlayerPedPtrRecords();
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void __stdcall SetPlayerPedPtrRecord(BYTE bytePlayer, DWORD dwPedPtr);
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DWORD __stdcall GetPlayerPedPtrRecord(BYTE bytePlayer);
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BYTE __stdcall FindPlayerNumFromPedPtr(DWORD dwPedPtr);
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void __stdcall FUNC_100B4390(BYTE bytePlayer, DWORD a2, DWORD a3, DWORD a4, DWORD a5);
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struc_13 * __stdcall FUNC_100B43D0(BYTE bytePlayer);
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BYTE __stdcall FUNC_100B43F0(DWORD *pdwRenderWare);
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float __stdcall SquaredDistanceBetweenHorizontalPoints(float x1, float y1, float x2, float y2);
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float __stdcall DistanceBetweenHorizontalPoints(float x1, float y1, float x2, float y2);
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float __stdcall DistanceBetweenPoints(float x1, float y1, float z1, float x2, float y2, float z2);
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float __stdcall SquaredDistanceBetweenPoints(float x1, float y1, float z1, float x2, float y2, float z2);
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float __stdcall SquaredDistanceBetweenPoints(VECTOR *vec1, VECTOR *vec2);
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void _VectorNormalise(VECTOR *vec);
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DWORD __stdcall CRC32FromUpcaseString(char *szString);
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float DegToRad(float fDegrees);
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float InvDegToRad(float fDegrees);
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void SaveCameraRaster(char *filename);
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BOOL IsFileOrDirectoryExists(char * szPath);
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DWORD unnamed_100B6100(char *szString, int nMaxLen);
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int FUNC_100B61D0(int a1); // .text:100B61D0
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bool FUNC_100B4B50(VECTOR *vecPos);
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bool FUNC_100B4AE0(VECTOR *vec); // .text:100B4AE0
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void FUNC_100B4D10(VECTOR *vecOut, MATRIX4X4 *pMatrix, VECTOR *vecOffset);
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int FUNC_100B4BE0(int a1, int a2, int a3); // .text:100B4BE0
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int FUNC_100B4C00(int a1, int a2, int a3); // .text:100B4C00
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BUILDING_TYPE * GamePool_GetBuilding();
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DUMMY_TYPE * GamePool_GetDummy();
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OBJECT_TYPE * GamePool_GetObject();
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void ReplaceBuildingModel(ENTITY_TYPE *pEntity, int iModelID);
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int GetInvalidModelInfoCount();
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int FUNC_100B3CD0(); // .text:100B3CD0
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int FUNC_100B3D00(); // .text:100B3D00
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DWORD * __stdcall GetModelInfo(int iModel); // .text:100A7A40
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BOOL __stdcall IsValidModel(int iModel); // .text:100B3DB0
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BOOL __stdcall IsValidPedModel(int iModel); // .text:100B3DD0
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DWORD * __stdcall FUNC_100B46D0(int iModel); // .text:100B46D0
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WORD __stdcall FUNC_100B4700(int iModel); // .text:100B4700
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bool HasCollisionLoaded(VECTOR *vec);
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BOOL __stdcall IsATrainPart(ENTITY_TYPE *pEntity);
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BOOL __stdcall FUNC_100B4860(VEHICLE_TYPE *pVehicle); // .text:100B4860
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BOOL __stdcall FUNC_100B6950(VEHICLE_TYPE *pVehicle); // .text:100B6950
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int __stdcall FUNC_100B64E0(int a1, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9); // .text:100B64E0
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int __stdcall FUNC_100B6510(int a1, int a2); // .text:100B6510
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BOOL IsHexChar(char c);
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BOOL IsHexChar(wchar_t c);
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DWORD GetColorFromEmbedCode(char *szString);
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DWORD GetColorFromEmbedCode(wchar_t *szString);
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void ReplaceUnprintableChars(char *szString); // .text:100B5DE0
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void RemoveColorEmbedsFromString(char *szString);
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UINT GetVehicleSubtypeFromVehiclePtr(VEHICLE_TYPE *pVehicle);
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DWORD * GetNextTaskFromTask(DWORD *task);
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int GetTaskTypeFromTask(DWORD *task);
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const char* GetTaskNameFromTask(DWORD *task);
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int FUNC_100B4BC0(int a1, int a2, int a3); // .text:100B4BC0
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float FastSqrt(float x); // .text:100B5A60
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void VectorCrossProduct(VECTOR *vecOut, VECTOR *vec1, VECTOR *vec2); // .text:100B4C20
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void VectorNormaliseTo(VECTOR *vecOut, VECTOR *vecIn); // .text:100B4CC0
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bool FUNC_100B4A70(VECTOR *vec); // .text:100B4A70
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bool FUNC_100B3D30(int nModelIndex); // .text:100B3D30
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int FUNC_100B41F0(void *pData); // .text:100B41F0
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int __stdcall FUNC_100B4240(DWORD *pdwIn, DWORD dwParam); // .text:100B4240
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void __stdcall FUNC_100B42B0(DWORD *pdwEntity); // .text:100B42B0
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DWORD __stdcall FUNC_100B4430(int a1, int a2); // .text:100B4430
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void FUNC_100B5D20(); // .text:100B5D20
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void FUNC_100B52B0(MATRIX4X4 *pMatrix, float *pQuatOut); // .text:100B52B0
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void FUNC_100B5480(float *pQuatOut, float *pQuatFrom, float *pQuatTo, float fT); // .text:100B5480
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void FUNC_100B6A80(float *pQuat, MATRIX4X4 *pMatrix); // .text:100B6A80
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void __stdcall FUNC_100B6900(VECTOR *pFront, VECTOR *pOut); // .text:100B6900
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void FUNC_100B5470(float *pQuat, MATRIX4X4 *pMatrix); // .text:100B5470
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void FUNC_100B5500(float *pQuat); // .text:100B5500
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int FUNC_100B4100(int iModel); // .text:100B4100
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int FUNC_100B4180(int iModel); // .text:100B4180
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int FUNC_100B1DA0(DWORD *pRenderWare, int a2, int a3); // .text:100B1DA0
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void FUNC_100B58A0(DWORD dwFrame, VECTOR *vecOut, int *a3); // .text:100B58A0
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void __stdcall FUNC_100B44C0(BYTE bytePlayer, DWORD dwValue); // .text:100B44C0
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DWORD __stdcall FUNC_100B4520(DWORD *pdw); // .text:100B4520
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void __stdcall FUNC_100B4530(DWORD *pdwVtable); // .text:100B4530
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void __stdcall FUNC_100B4550(DWORD *pdw, float fValue); // .text:100B4550
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float __stdcall FUNC_100B4560(DWORD *pdw); // .text:100B4560
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void __stdcall FUNC_100B4660(int iModel, int nTxdIndex); // .text:100B4660
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void FUNC_100B46C0(DWORD dwValue); // .text:100B46C0
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float FUNC_100B4FE0(float x, float y, float z); // .text:100B4FE0
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int FUNC_100B56D0(int a1, int a2, int a3); // .text:100B56D0
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void FUNC_100B5720(); // .text:100B5720
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BOOL __stdcall FUNC_100B4570(int iModel); // .text:100B4570
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DWORD __stdcall FUNC_100B45A0(int iModel); // .text:100B45A0
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void __stdcall FUNC_100B45D0(int iModel, int a2); // .text:100B45D0
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void __stdcall FUNC_100B4600(int iModel, int a2); // .text:100B4600
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void __stdcall FUNC_100B4630(int iModel, int a2); // .text:100B4630
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DWORD __stdcall FUNC_100B46D0(int iModel); // .text:100B46D0
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WORD __stdcall FUNC_100B4700(int iModel); // .text:100B4700
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void __stdcall FUNC_100B4730(int iModel, WORD wValue); // .text:100B4730
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BOOL __stdcall FUNC_100B44E0(DWORD *pModelInfo); // .text:100B44E0
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WORD FUNC_100B6470(int a1, int a2, int a3, int a4, int a5); // .text:100B6470
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void VectorScale(VECTOR *vecOut, VECTOR *vecIn, float fScale); // .text:100B51B0
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void FUNC_100B51E0(int a1, int a2); // .text:100B51E0
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float FUNC_100B5180(float *pQuat); // .text:100B5180
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DWORD FUNC_100B1430(BYTE *pObject); // .text:100B1430, todo: implement
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void FUNC_100B17D0(DWORD dwOther); // .text:100B17D0, todo: implement
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void FUNC_100B1800(BYTE *pObject); // .text:100B1800, todo: implement
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void FUNC_100B19D0(BYTE *pObject); // .text:100B19D0, todo: implement
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void FUNC_100B1C80(BYTE *pObject); // .text:100B1C80, todo: implement
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void FUNC_100B5910(int a1, int a2); // .text:100B5910
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void FUNC_100B5940(int a1, int a2); // .text:100B5940
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void FUNC_100B58D0(int a1, int a2, int a3); // .text:100B58D0
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void FUNC_100B56F0(int a1, int a2, int a3); // .text:100B56F0
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void FUNC_100B62B0(BYTE *pObject); // .text:100B62B0
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BOOL __stdcall FUNC_100B62F0(BYTE *pObject); // .text:100B62F0
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void __stdcall FUNC_100B6330(BYTE *pObject); // .text:100B6330
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void FUNC_100B4D70(float m00, float m01, float m02, float m10, float m11, float m12,
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float m20, float m21, float m22, float *pW, float *pX, float *pY, float *pZ); // .text:100B4D70, todo: implement
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void FUNC_100B4F10(float w, float x, float y, float z, float *pM00, float *pM01,
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float *pM02, float *pM10, float *pM11, float *pM12, float *pM20, float *pM21,
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float *pM22); // .text:100B4F10, todo: implement
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void FUNC_100B5260(MATRIX4X4 *pMatrix, float *pQuatOut); // .text:100B5260
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void FUNC_100B5420(float *pQuat, MATRIX4X4 *pMatrix); // .text:100B5420
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void FUNC_100B57E0(int a1, int nIndex, int a3, int a4); // .text:100B57E0
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void FUNC_100B5790(int a1, int nIndex, int a3); // .text:100B5790
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void FUNC_100B5740(int a1, int a2); // .text:100B5740
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void FUNC_100B5210(int a1, void *a2); // .text:100B5210, __cdecl: the caller's
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// stack cleanup is folded into the next call's argument setup
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