Rename player.unk1581 and unk1582 to prevweaponnum and switchtoweaponnum
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525c648f03
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654246a27e
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@ -12109,11 +12109,11 @@ void currentPlayerEquipWeapon(s32 weaponnum)
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{
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struct player *player = g_Vars.currentplayer;
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if (player->weaponnum == weaponnum && player->unk1582 == -1) {
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if (player->weaponnum == weaponnum && player->switchtoweaponnum == -1) {
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return;
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}
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player->unk1582 = weaponnum;
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player->switchtoweaponnum = weaponnum;
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player->unk1583_05 = 0;
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}
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@ -12143,32 +12143,32 @@ bool func0f0a1a10(s32 weaponnum)
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s32 func0f0a1a68(s32 arg0)
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{
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s32 result;
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s32 weaponnum;
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if (g_Vars.currentplayer->unk1582 >= 0) {
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result = g_Vars.currentplayer->unk1582;
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if (g_Vars.currentplayer->switchtoweaponnum >= 0) {
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weaponnum = g_Vars.currentplayer->switchtoweaponnum;
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} else {
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result = g_Vars.currentplayer->weaponnum;
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weaponnum = g_Vars.currentplayer->weaponnum;
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}
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if (!g_Vars.currentplayer->unk1583_00 && arg0 == 1) {
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result = 0;
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weaponnum = WEAPON_NONE;
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}
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return result;
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return weaponnum;
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}
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void func0f0a1ab0(void)
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{
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if (g_Vars.tickmode != TICKMODE_CUTSCENE) {
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struct player *player = g_Vars.currentplayer;
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s32 value;
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s32 dualweaponnum;
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if (currentPlayerCanHaveWeapon(player->unk1581)) {
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currentPlayerEquipWeaponWrapper(0, player->unk1581);
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if (currentPlayerCanHaveWeapon(player->prevweaponnum)) {
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currentPlayerEquipWeaponWrapper(HAND_RIGHT, player->prevweaponnum);
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value = func0f111cf8(player->unk1581, player->unk1581) * player->unk1581 * player->unk1583_01;
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currentPlayerEquipWeaponWrapper(1, value);
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dualweaponnum = func0f111cf8(player->prevweaponnum, player->prevweaponnum) * player->prevweaponnum * player->unk1583_01;
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currentPlayerEquipWeaponWrapper(HAND_LEFT, dualweaponnum);
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} else {
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func0f0a1df4();
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}
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@ -20620,7 +20620,7 @@ void currentPlayerTickInventory(bool triggeron)
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}
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if (g_Vars.currentplayer->weaponnum != WEAPON_UNARMED
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&& g_Vars.currentplayer->unk1582 != WEAPON_UNARMED) {
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&& g_Vars.currentplayer->switchtoweaponnum != WEAPON_UNARMED) {
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currentPlayerEquipWeapon(WEAPON_UNARMED);
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}
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@ -2488,8 +2488,8 @@ struct player {
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/*0x0636*/ s16 viewtop; // 0
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/*0x0638*/ struct hand hands[2];
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/*0x1580*/ s8 weaponnum;
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/*0x1581*/ s8 unk1581; // also a weaponnum
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/*0x1582*/ s8 unk1582;
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/*0x1581*/ s8 prevweaponnum; // previously drawn weapon, switched to when throwing Dragon/Laptop or when ammo depleted
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/*0x1582*/ s8 switchtoweaponnum; // weaponnum to change to
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/*0x1583*/ u8 unk1583_00 : 1;
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/*0x1583*/ u8 unk1583_01 : 1;
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/*0x1583*/ u8 invertgunfunc : 1;
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