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Perk native call-site reference

This page maps perk behavior to the native functions that execute it in Crimsonland v1.9.93. Resolve their current recovered bodies and binary views through just analysis-function <name-or-address>.

Gameplay rules and exact effects live in Perks. Python execution phases are documented in Perks architecture. The implementation owners are:

Responsibility Python source
IDs, names, availability and choices src/crimson/perks/
Immediate application and player/global ticks src/crimson/perks/runtime/, src/crimson/perks/impl/
Player integration src/crimson/gameplay.py, src/crimson/player_damage.py
Weapon assignment, reload and firing src/crimson/weapon_runtime/
Creature damage and synchronous death src/crimson/creatures/damage.py, src/crimson/creatures/runtime.py
Projectile hits and secondary behavior src/crimson/projectiles/runtime/
Bonus selection and pickup src/crimson/bonuses/
Perk menu and overlays src/crimson/ui/perk_menu.py, src/crimson/render/world/

Counts live on PlayerState.perk_counts; shared perk acquisition mirrors them from the owner to the other local players. Do not infer execution order from ID order: a perk can act in several native paths.

0. AntiPerk (PerkId.ANTIPERK)

Original

  • perk_can_offer (0x0042fb10): explicitly rejects perk_id_antiperk.

1. Bloody Mess / Quick Learner (PerkId.BLOODY_MESS_QUICK_LEARNER)

Original

  • Kill XP: creature death handling (via creature_update_allcreature_handle_death path).
  • Hit FX: projectile hit handling queues extra decals / blood splatter when the perk is active and blood is enabled.

2. Sharpshooter (PerkId.SHARPSHOOTER)

Original

  • player_update (0x004136b0): forces spread_heat = 0.02 while active.
  • player_fire_weapon (0x00444980): applies shot_cooldown *= 1.05 and avoids the normal post-shot spread heat increase.
  • Rendering: draws the laser overlay in the player render path.

3. Fastloader (PerkId.FASTLOADER)

Original

  • player_start_reload (0x00413430): applies the multiplier when starting a reload.

4. Lean Mean Exp. Machine (PerkId.LEAN_MEAN_EXP_MACHINE)

Original

  • perks_update_effects (0x00406b40): timer-based periodic XP grant.

5. Long Distance Runner (PerkId.LONG_DISTANCE_RUNNER)

Original

  • player_update (0x004136b0): move-speed ramp/decay logic with perk-enabled extension to 2.8.

6. Pyrokinetic (PerkId.PYROKINETIC)

Original

  • perks_update_effects (0x00406b40): selects an aim target via creature_find_in_radius(..., 12.0, 0) and runs the timer/FX emission.
  • The flare itself only spawns FX, but the five fx_spawn_particle flames (intensities 0.8/0.6/0.4/0.3/0.2) deal damage downstream: the particle loop in projectile_update (0x00420b90) calls creature_apply_damage(idx, intensity * 10.0, 4, ...) on contact and darkens the creature tint, so Pyrokinetic damages creatures.

7. Instant Winner (PerkId.INSTANT_WINNER)

Original

  • perk_apply (0x004055e0): adds 2500 XP.

8. Grim Deal (PerkId.GRIM_DEAL)

Original

  • perk_apply (0x004055e0): experience += int(experience * 0.18) then health = -1.0.

9. Alternate Weapon (PerkId.ALTERNATE_WEAPON)

Original

  • player_apply_move_with_spawn_avoidance (0x0041e290): movement scaling.
  • player_update (0x004136b0): reload-triggered swap behavior + shot cooldown bump.
  • perk_can_offer (0x0042fb10): mode-flag gating (flags & 0x2) prevents offers in two-player.

10. Plaguebearer (PerkId.PLAGUEBEARER)

Original

  • perk_apply (0x004055e0): sets player_plaguebearer_active (global-ish field on player0).
  • creature_update_all (0x00426220): infection flagging, ticking, spread (plaguebearer_spread_infection), and infection kill bookkeeping.
  • perk_can_offer (0x0042fb10): hardcore quest 2-10 special-case blocks Plaguebearer.

11. Evil Eyes (PerkId.EVIL_EYES)

Original

  • perks_update_effects (0x00406b40): updates evil_eyes_target_creature via creature_find_in_radius.
  • creature_update_all (0x00426220): skips AI update for the targeted creature.

12. Ammo Maniac (PerkId.AMMO_MANIAC)

Original

  • perk_apply (0x004055e0): reassigns each player's current weapon to force clip recalculation.
  • weapon_assign_player (0x00452d40): applies the clip-size modifier.

13. Radioactive (PerkId.RADIOACTIVE)

Original

  • creature_update_all (0x00426220): proximity check, timer wrap, falloff damage; special-case kill/XP handling.
  • Rendering: draws the player aura (effect atlas id 0x10).

14. Fastshot (PerkId.FASTSHOT)

Original

  • player_fire_weapon (0x00444980): applies the cooldown multiplier.

15. Fatal Lottery (PerkId.FATAL_LOTTERY)

Original

  • perk_apply (0x004055e0): (crt_rand() & 1) decides XP vs death.
  • perk_can_offer (0x0042fb10): mode-flag gating rejects the perk in quest mode and two-player.

16. Random Weapon (PerkId.RANDOM_WEAPON)

Original

  • perk_apply (0x004055e0): random selection (weapon_pick_random_available) with up to 100 retries to avoid pistol/current, then weapon_assign_player with the last roll.

17. Mr. Melee (PerkId.MR_MELEE)

Original

  • creature_update_all (0x00426220): on contact-damage tick, calls creature_apply_damage(attacker, 25, damage_type=2, impulse=(0,0)) when Mr. Melee is active, without suppressing the player damage path.

18. Anxious Loader (PerkId.ANXIOUS_LOADER)

Original

  • player_update (0x004136b0): checks input_primary_just_pressed() and applies the timer reduction.

19. Final Revenge (PerkId.FINAL_REVENGE)

Original

  • player_take_damage (0x00425e50): death check triggers the revenge burst and radial damage via creature_apply_damage (damage type 3).
  • perk_can_offer (0x0042fb10): mode-flag gating rejects the perk in quest mode and two-player.

20. Telekinetic (PerkId.TELEKINETIC)

Original

  • Bonus update logic uses a per-player aim-hover timer and a fixed delay threshold.

21. Perk Expert (PerkId.PERK_EXPERT)

Original

  • Perk selection UI logic adjusts choice count and layout while the perk is active.

22. Unstoppable (PerkId.UNSTOPPABLE)

Original

  • player_take_damage (0x00425e50): gates the disruption logic on perk presence.

23. Regression Bullets (PerkId.REGRESSION_BULLETS)

Original

  • player_fire_weapon (0x00444980): implements the "fire during reload by paying XP" path; this branch is gated by experience > 0.
  • player_start_reload (0x00413430): reload restart guard when Regression Bullets or Ammunition Within is active.

24. Infernal Contract (PerkId.INFERNAL_CONTRACT)

Original

  • perk_apply (0x004055e0): applies the health reduction and perk/level grants.
  • Perk offering logic blocks the perk under Death Clock.

25. Poison Bullets (PerkId.POISON_BULLETS)

Original

  • projectile_update (0x00420b90): sets weak poison on hit (flags |= 0x01) when (crt_rand() & 7) == 1.
  • creature_update_all (0x00426220): applies self-damage using creature_apply_damage(..., damage_type=0, impulse=(0,0)).
  • Toxic Avenger does not modify this projectile-hit poison branch; strong poison (flags |= 0x02) comes from Toxic Avenger melee retaliation in creature_update_all.
  • Rendering: creature overlay draws aura 0x10 when poison flag is set.
  • perk_can_offer (0x0042fb10): hardcore quest 2-10 special-case blocks Poison Bullets.

26. Dodger (PerkId.DODGER)

Original

  • player_take_damage (0x00425e50): Dodger is crt_rand() % 5 == 0 if Ninja is not active.

27. Bonus Magnet (PerkId.BONUS_MAGNET)

Original

  • Bonus spawn-on-kill logic (bonus_try_spawn_on_kill): additional roll gates on perk.

28. Uranium Filled Bullets (PerkId.URANIUM_FILLED_BULLETS)

Original

  • creature_apply_damage (0x004207c0): when damage_type == 1, doubles damage.

29. Doctor (PerkId.DOCTOR)

Original

  • creature_apply_damage (0x004207c0): bullet damage scaling.
  • Target selection: uses creature_find_in_radius(aim, 12.0, 0).
  • HUD draw: draws a 64px bar with the clamped health/max_health ratio.

30. Monster Vision (PerkId.MONSTER_VISION)

Original

  • Selection: no FX-detail offer gate in perks_generate_choices; Monster Vision is part of the 25% rarity reject group.
  • Rendering: creature render pass draws 0x10 behind creatures; shadow pass is disabled while active.

31. Hot Tempered (PerkId.HOT_TEMPERED)

Original

  • player_update (0x004136b0): timer logic + randomized interval + ring spawn.

32. Bonus Economist (PerkId.BONUS_ECONOMIST)

Original

  • Bonus application scales duration increments while the perk is active.

33. Thick Skinned (PerkId.THICK_SKINNED)

Original

  • perk_apply (0x004055e0): health scaling on pick.
  • player_take_damage (0x00425e50): damage scaling.
  • Perk offering blocks it under Death Clock.

34. Barrel Greaser (PerkId.BARREL_GREASER)

Original

  • creature_apply_damage (0x004207c0): bullet damage scaling.
  • projectile_update (0x00420b90): doubles the movement step count when the perk is active and the projectile is player-owned.

35. Ammunition Within (PerkId.AMMUNITION_WITHIN)

Original

  • player_fire_weapon (0x00444980): implements the "fire during reload by paying health" path; this branch is also gated by experience > 0.
  • player_start_reload (0x00413430): restart guard.

36. Veins of Poison (PerkId.VEINS_OF_POISON)

Original

  • creature_update_all (0x00426220): on contact-damage, checks shield_timer and sets poison flags.
  • Perk offering: hardcore quest gating.

37. Toxic Avenger (PerkId.TOXIC_AVENGER)

Original

  • creature_update_all (0x00426220): sets both weak+strong poison flags.

38. Regeneration (PerkId.REGENERATION)

Original

  • perks_update_effects (0x00406b40): heal loop.

39. Pyromaniac (PerkId.PYROMANIAC)

Original

  • creature_apply_damage (0x004207c0): fire damage scaling and a crt_rand() side-effect.
  • Perk offering logic gates by current weapon.

40. Ninja (PerkId.NINJA)

Original

  • player_take_damage (0x00425e50): Ninja dodge check is evaluated before Dodger.

41. Highlander (PerkId.HIGHLANDER)

Original

  • player_take_damage (0x00425e50): Highlander replacement behavior.
  • perk_can_offer (0x0042fb10): mode-flag gating rejects Highlander in quest mode and two-player.
  • perks_generate_choices (0x00430160): Death Clock active path rejects Highlander from offers.

42. Jinxed (PerkId.JINXED)

Original

  • perks_update_effects (0x00406b40): manages the timer and both the self-damage and random-creature-death branches.

43. Perk Master (PerkId.PERK_MASTER)

Original

  • Perk selection UI logic increases the choice count.

44. Reflex Boosted (PerkId.REFLEX_BOOSTED)

Original

  • Main loop: when in gameplay state, frame_dt *= 0.9 while active.

45. Greater Regeneration (PerkId.GREATER_REGENERATION)

Original

  • No active tick/usage located in the authoritative decompile; only selection/apply bookkeeping references.

46. Breathing Room (PerkId.BREATHING_ROOM)

Original

  • perk_apply (0x004055e0): applies health reduction, advances the creature lifecycle stage, clears guard.

47. Death Clock (PerkId.DEATH_CLOCK)

Original

  • perk_apply (0x004055e0): clears regen perks and sets health to 100.
  • player_take_damage (0x00425e50): early-return immunity.
  • projectile_update (0x00420b90): player-hit path directly subtracts fixed projectile damage (bypasses player_take_damage).
  • perks_update_effects (0x00406b40): per-frame drain logic.
  • bonus_pick_random_type (0x00412470): medikit suppression while active.
  • Perk offering: blocks multiple perks while active.

48. My Favourite Weapon (PerkId.MY_FAVOURITE_WEAPON)

Original

  • perk_apply (0x004055e0): immediate +2 clip size.
  • weapon_assign_player (0x00452d40): applies +2 on assignment.
  • Bonus selection/spawn logic removes weapon bonuses while active.

49. Bandage (PerkId.BANDAGE)

Original

  • perk_apply (0x004055e0): random multiply + clamp + burst FX.

50. Angry Reloader (PerkId.ANGRY_RELOADER)

Original

  • player_update (0x004136b0): half-threshold detection and ring spawn.

51. Ion Gun Master (PerkId.ION_GUN_MASTER)

Original

  • creature_apply_damage (0x004207c0): ion damage scaling (damage type 7).
  • projectile_update (0x00420b90): ion AoE scale.

52. Stationary Reloader (PerkId.STATIONARY_RELOADER)

Original

  • player_update (0x004136b0): compares previous/current position to decide reload_scale = 3.0.

53. Man Bomb (PerkId.MAN_BOMB)

Original

  • player_update (0x004136b0): timer accumulation/reset and ring spawn logic.
  • Ordering detail: player_man_bomb_timer is incremented/checked before the later movement gate clears it (player_state + 0x7c = 0) when position changed.

54. Fire Cough (PerkId.FIRE_CAUGH)

Original

  • player_update (0x004136b0): timer and interval rerolling.
  • Uses projectile_spawn(..., PROJECTILE_TYPE_FIRE_BULLETS, owner_id) plus fx_spawn_sprite(...).

55. Living Fortress (PerkId.LIVING_FORTRESS)

Original

  • player_update (0x004136b0): timer accumulation/reset.
  • creature_apply_damage (0x004207c0): bullet damage scaling.

56. Tough Reloader (PerkId.TOUGH_RELOADER)

Original

  • player_take_damage (0x00425e50): checks reload_active and halves damage.

57. Lifeline 50-50 (PerkId.LIFELINE_50_50)

Original

  • perk_apply (0x004055e0): direct deactivation in pool iteration order, plus burst FX.