Decompile weaponGetAmmoType
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501a5c2bd0
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@ -21743,36 +21743,20 @@ glabel func0f0a9980
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/* f0a9a10: 27bd0030 */ addiu $sp,$sp,0x30
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);
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GLOBAL_ASM(
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glabel weaponGetAmmoType
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/* f0a9a14: 27bdffe8 */ addiu $sp,$sp,-24
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/* f0a9a18: afbf0014 */ sw $ra,0x14($sp)
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/* f0a9a1c: 0fc2c3f4 */ jal weaponFindById
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/* f0a9a20: afa5001c */ sw $a1,0x1c($sp)
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/* f0a9a24: 14400003 */ bnez $v0,.L0f0a9a34
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/* f0a9a28: 00402025 */ or $a0,$v0,$zero
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/* f0a9a2c: 1000000d */ beqz $zero,.L0f0a9a64
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/* f0a9a30: 00001025 */ or $v0,$zero,$zero
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.L0f0a9a34:
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/* f0a9a34: 8fa3001c */ lw $v1,0x1c($sp)
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/* f0a9a38: 00037080 */ sll $t6,$v1,0x2
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/* f0a9a3c: 004e7821 */ addu $t7,$v0,$t6
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/* f0a9a40: 8df8001c */ lw $t8,0x1c($t7)
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/* f0a9a44: 01c01825 */ or $v1,$t6,$zero
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/* f0a9a48: 0083c821 */ addu $t9,$a0,$v1
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/* f0a9a4c: 57000004 */ bnezl $t8,.L0f0a9a60
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/* f0a9a50: 8f28001c */ lw $t0,0x1c($t9)
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/* f0a9a54: 10000003 */ beqz $zero,.L0f0a9a64
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/* f0a9a58: 00001025 */ or $v0,$zero,$zero
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/* f0a9a5c: 8f28001c */ lw $t0,0x1c($t9)
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.L0f0a9a60:
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/* f0a9a60: 8d020000 */ lw $v0,0x0($t0)
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.L0f0a9a64:
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/* f0a9a64: 8fbf0014 */ lw $ra,0x14($sp)
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/* f0a9a68: 27bd0018 */ addiu $sp,$sp,0x18
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/* f0a9a6c: 03e00008 */ jr $ra
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/* f0a9a70: 00000000 */ sll $zero,$zero,0x0
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);
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u32 weaponGetAmmoType(u32 weaponnum, u32 func)
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{
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struct weapon *weapon = weaponFindById(weaponnum);
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if (!weapon) {
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return 0;
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}
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if (!weapon->ammos[func]) {
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return 0;
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}
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return weapon->ammos[func]->type;
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}
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u32 currentPlayerGetAmmoQuantityForWeapon(u32 weaponnum, u32 func)
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{
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@ -157,7 +157,7 @@ s32 currentPlayerGetAmmoCount(s8 arg0);
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s32 ammotypeGetMaxCapacity(u32 ammotype);
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bool ammotypeAllowsUnlimitedAmmo(u32 ammotype);
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u32 func0f0a9980(void);
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s32 weaponGetAmmoType(s32 weaponnum, u32 func);
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u32 weaponGetAmmoType(u32 weaponnum, u32 func);
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u32 currentPlayerGetAmmoQuantityForWeapon(u32 weaponnum, u32 func);
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void currentPlayerGiveAmmoForWeapon(u32 weaponnum, u32 func, u32 quantity);
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u32 func0f0a9b10(void);
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