Decompile func0f0a29c8
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7bb9b81198
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@ -12741,70 +12741,34 @@ glabel func0f0a27c8
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/* f0a29c4: 00000000 */ nop
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/* f0a29c4: 00000000 */ nop
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);
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);
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GLOBAL_ASM(
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void func0f0a29c8(void)
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glabel func0f0a29c8
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{
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/* f0a29c8: 27bdffd0 */ addiu $sp,$sp,-48
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struct player *player = g_Vars.currentplayer;
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/* f0a29cc: 3c02800a */ lui $v0,%hi(g_Vars+0x284)
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s32 i;
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/* f0a29d0: 8c42a244 */ lw $v0,%lo(g_Vars+0x284)($v0)
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/* f0a29d4: afbf002c */ sw $ra,0x2c($sp)
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if (player->gunctrl.weaponnum != WEAPON_NONE && player->gunctrl.switchtoweaponnum != WEAPON_NONE) {
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/* f0a29d8: afb20028 */ sw $s2,0x28($sp)
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if (player->hands[HAND_LEFT].inuse) {
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/* f0a29dc: afb10024 */ sw $s1,0x24($sp)
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player->hands[HAND_LEFT].unk0d0e_00 = 1;
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/* f0a29e0: afb00020 */ sw $s0,0x20($sp)
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player->hands[HAND_LEFT].unk0d0e_04 = 0;
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/* f0a29e4: f7b40018 */ sdc1 $f20,0x18($sp)
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}
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/* f0a29e8: 804e1580 */ lb $t6,0x1580($v0)
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/* f0a29ec: 51c0002a */ beqzl $t6,.L0f0a2a98
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if (player->hands[HAND_RIGHT].inuse) {
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/* f0a29f0: 8fbf002c */ lw $ra,0x2c($sp)
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player->hands[HAND_RIGHT].unk0d0e_00 = 1;
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/* f0a29f4: 804f1582 */ lb $t7,0x1582($v0)
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player->hands[HAND_RIGHT].unk0d0e_04 = 0;
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/* f0a29f8: 00008825 */ or $s1,$zero,$zero
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}
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/* f0a29fc: 00408025 */ or $s0,$v0,$zero
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/* f0a2a00: 51e00025 */ beqzl $t7,.L0f0a2a98
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for (i = 0; i < 2; i++) {
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/* f0a2a04: 8fbf002c */ lw $ra,0x2c($sp)
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player->hands[i].matmot1 = 0;
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/* f0a2a08: 80580de4 */ lb $t8,0xde4($v0)
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player->hands[i].matmot2 = 0;
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/* f0a2a0c: 4480a000 */ mtc1 $zero,$f20
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player->hands[i].matmot3 = 0;
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/* f0a2a10: 24120002 */ addiu $s2,$zero,0x2
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/* f0a2a14: 53000008 */ beqzl $t8,.L0f0a2a38
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func0f09cd18(i, 0);
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/* f0a2a18: 804c0640 */ lb $t4,0x640($v0)
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}
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/* f0a2a1c: 905914b2 */ lbu $t9,0x14b2($v0)
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/* f0a2a20: 3328ff0f */ andi $t0,$t9,0xff0f
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currentPlayerEquipWeaponWrapper(1, WEAPON_NONE);
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/* f0a2a24: 350a0010 */ ori $t2,$t0,0x10
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currentPlayerEquipWeaponWrapper(0, WEAPON_NONE);
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/* f0a2a28: a04a14b2 */ sb $t2,0x14b2($v0)
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}
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/* f0a2a2c: 314b00f1 */ andi $t3,$t2,0xf1
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}
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/* f0a2a30: a04b14b2 */ sb $t3,0x14b2($v0)
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/* f0a2a34: 804c0640 */ lb $t4,0x640($v0)
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.L0f0a2a38:
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/* f0a2a38: 11800007 */ beqz $t4,.L0f0a2a58
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/* f0a2a3c: 00000000 */ nop
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/* f0a2a40: 904d0d0e */ lbu $t5,0xd0e($v0)
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/* f0a2a44: 31aeff0f */ andi $t6,$t5,0xff0f
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/* f0a2a48: 35d80010 */ ori $t8,$t6,0x10
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/* f0a2a4c: a0580d0e */ sb $t8,0xd0e($v0)
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/* f0a2a50: 331900f1 */ andi $t9,$t8,0xf1
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/* f0a2a54: a0590d0e */ sb $t9,0xd0e($v0)
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.L0f0a2a58:
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/* f0a2a58: e6140874 */ swc1 $f20,0x874($s0)
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/* f0a2a5c: e6140878 */ swc1 $f20,0x878($s0)
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/* f0a2a60: e614087c */ swc1 $f20,0x87c($s0)
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/* f0a2a64: 02202025 */ or $a0,$s1,$zero
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/* f0a2a68: 0fc27346 */ jal func0f09cd18
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/* f0a2a6c: 00002825 */ or $a1,$zero,$zero
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/* f0a2a70: 26310001 */ addiu $s1,$s1,0x1
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/* f0a2a74: 1632fff8 */ bne $s1,$s2,.L0f0a2a58
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/* f0a2a78: 261007a4 */ addiu $s0,$s0,0x7a4
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/* f0a2a7c: 24040001 */ addiu $a0,$zero,0x1
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/* f0a2a80: 0fc28824 */ jal currentPlayerEquipWeaponWrapper
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/* f0a2a84: 00002825 */ or $a1,$zero,$zero
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/* f0a2a88: 00002025 */ or $a0,$zero,$zero
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/* f0a2a8c: 0fc28824 */ jal currentPlayerEquipWeaponWrapper
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/* f0a2a90: 00002825 */ or $a1,$zero,$zero
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/* f0a2a94: 8fbf002c */ lw $ra,0x2c($sp)
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.L0f0a2a98:
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/* f0a2a98: d7b40018 */ ldc1 $f20,0x18($sp)
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/* f0a2a9c: 8fb00020 */ lw $s0,0x20($sp)
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/* f0a2aa0: 8fb10024 */ lw $s1,0x24($sp)
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/* f0a2aa4: 8fb20028 */ lw $s2,0x28($sp)
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/* f0a2aa8: 03e00008 */ jr $ra
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/* f0a2aac: 27bd0030 */ addiu $sp,$sp,0x30
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);
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bool weaponIsMissionCritical(s32 weaponnum)
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bool weaponIsMissionCritical(s32 weaponnum)
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{
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{
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@ -47,7 +47,7 @@ u32 func0f09bf44(void);
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u32 func0f09c01c(void);
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u32 func0f09c01c(void);
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u32 func0f09cb44(void);
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u32 func0f09cb44(void);
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s32 func0f09cb5c(struct handweaponinfo *info, s32 handnum, s32 lvupdate);
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s32 func0f09cb5c(struct handweaponinfo *info, s32 handnum, s32 lvupdate);
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u32 func0f09cd18(void);
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void func0f09cd18(s32 handnum, s32 arg1);
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void func0f09cdc4(s32 handnum);
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void func0f09cdc4(s32 handnum);
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void func0f09ce8c(void);
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void func0f09ce8c(void);
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void func0f09ceac(void);
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void func0f09ceac(void);
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