Add version conditionals to handRenderHud
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@ -37697,9 +37697,13 @@ const char var7f1ac19c[] = "%02d:%02d\n";
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// u32 fncolour; // f4
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// s32 funcnum; // f0
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// s32 fnfaderinc; // ec
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//
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//#if VERSION >= VERSION_NTSC_1_0
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// s32 tmpfuncnum; // e8
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//
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// struct handweaponinfo info; // dc
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//#endif
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//
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// struct hand *hand;
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// char *str; // d4
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// u32 colour; // d0
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@ -37743,11 +37747,15 @@ const char var7f1ac19c[] = "%02d:%02d\n";
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// return gdl;
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// }
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//
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//#if PAL
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// g_ScaleX = 1;
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//#else
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// if (g_ViMode == VIMODE_HIRES) {
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// g_ScaleX = 2;
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// } else {
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// g_ScaleX = 1;
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// }
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//#endif
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//
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// gdl = func0f153628(gdl);
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//
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@ -37777,14 +37785,16 @@ const char var7f1ac19c[] = "%02d:%02d\n";
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// // a9c
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// fncolour = 0xff000040;
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// funcnum = hand->base.weaponfunc;
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// fnfaderinc = g_Vars.lvupdate240 * 2;
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// fnfaderinc = PALUP(g_Vars.lvupdate240 * 2);
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//
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//#if VERSION >= VERSION_NTSC_1_0
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// handGetWeaponInfo(&info, HAND_RIGHT);
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// tmpfuncnum = currentPlayerIsUsingSecondaryFunction();
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//
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// if (func0f098ca0(tmpfuncnum, &info, hand) >= 0) {
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// funcnum = tmpfuncnum;
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// }
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//#endif
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//
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// xpos = (viGetViewLeft() + viGetViewWidth()) / g_ScaleX - barwidth - 24;
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//
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@ -37830,7 +37840,11 @@ const char var7f1ac19c[] = "%02d:%02d\n";
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// // d20
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// // Render weapon name and function name
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// if (optionsGetShowGunFunction(g_Vars.currentplayerstats->mpindex)) {
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//#if VERSION >= VERSION_NTSC_1_0
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// func = weaponGetFunctionById(hand->base.weaponnum, funcnum);
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//#else
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// func = weaponGetFunctionById(hand->base.weaponnum, hand->base.weaponfunc);
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//#endif
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// nameid = invGetNameIdByIndex(invGetCurrentIndex());
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// str = langGet(nameid);
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//
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@ -37908,6 +37922,7 @@ const char var7f1ac19c[] = "%02d:%02d\n";
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// ctrl->fnstrtimer += (u32)g_Vars.lvupdate240_60;
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// }
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//
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//#if VERSION >= VERSION_NTSC_1_0
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// if (funcnum == FUNC_SECONDARY && func->name == ctrl->curfnstr) {
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// colour |= 0x00ff0000;
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// }
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@ -37915,6 +37930,15 @@ const char var7f1ac19c[] = "%02d:%02d\n";
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// if (funcnum == FUNC_PRIMARY && func->name != ctrl->curfnstr) {
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// colour |= 0x00ff0000;
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// }
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//#else
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// if (hand->base.weaponfunc == FUNC_SECONDARY && func->name == ctrl->curfnstr) {
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// colour |= 0x00ff0000;
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// }
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//
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// if (hand->base.weaponfunc == FUNC_PRIMARY && func->name != ctrl->curfnstr) {
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// colour |= 0x00ff0000;
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// }
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//#endif
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//
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// textMeasure(&textheight, &textwidth, str, g_FontHandelGothicXs1, g_FontHandelGothicXs2, 0);
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// textwidth += 2;
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@ -38002,7 +38026,15 @@ const char var7f1ac19c[] = "%02d:%02d\n";
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// if (hand->inuse && ctrl->ammotypes[ammoindex] >= 0) {
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// ammotype = player->gunctrl.ammotypes[ammoindex];
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//
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//#if VERSION >= VERSION_NTSC_1_0
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// xpos = (viGetViewLeft() + viGetViewWidth()) / g_ScaleX - barwidth - 24;
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//#else
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// // NTSC Beta omits the brackets here. This would normally cause the
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// // ammo info to be misaligned for players on the right side of the
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// // screen and when using hi-res, but I'm not sure if hi-res can even be
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// // active when using multiple players...
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// xpos = viGetViewLeft() + viGetViewWidth() / g_ScaleX - barwidth - 24;
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//#endif
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//
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// if (playercount == 2 && (optionsGetScreenSplit() == SCREENSPLIT_VERTICAL || IS4MB()) && playernum == 0) {
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// xpos += 15;
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