Decompile func0f08aa70
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@ -67667,48 +67667,29 @@ void playerActivateRemoteMineDetonator(s32 playernum)
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playerDetonateRemoteMines(playernum);
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}
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GLOBAL_ASM(
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glabel func0f08aa70
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/* f08aa70: 27bdffe0 */ addiu $sp,$sp,-32
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/* f08aa74: afbf001c */ sw $ra,0x1c($sp)
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/* f08aa78: afb10018 */ sw $s1,0x18($sp)
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/* f08aa7c: afb00014 */ sw $s0,0x14($sp)
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/* f08aa80: 90ae0000 */ lbu $t6,0x0($a1)
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/* f08aa84: 24010004 */ addiu $at,$zero,0x4
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/* f08aa88: 00808825 */ or $s1,$a0,$zero
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/* f08aa8c: 55c10008 */ bnel $t6,$at,.L0f08aab0
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/* f08aa90: 8cb0001c */ lw $s0,0x1c($a1)
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/* f08aa94: 8ca30004 */ lw $v1,0x4($a1)
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/* f08aa98: 906f005c */ lbu $t7,0x5c($v1)
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/* f08aa9c: 548f0004 */ bnel $a0,$t7,.L0f08aab0
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/* f08aaa0: 8cb0001c */ lw $s0,0x1c($a1)
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/* f08aaa4: 1000000e */ b .L0f08aae0
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/* f08aaa8: 00601025 */ or $v0,$v1,$zero
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/* f08aaac: 8cb0001c */ lw $s0,0x1c($a1)
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.L0f08aab0:
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/* f08aab0: 1200000a */ beqz $s0,.L0f08aadc
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/* f08aab4: 02202025 */ or $a0,$s1,$zero
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.L0f08aab8:
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/* f08aab8: 0fc22a9c */ jal func0f08aa70
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/* f08aabc: 02002825 */ or $a1,$s0,$zero
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/* f08aac0: 50400004 */ beqzl $v0,.L0f08aad4
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/* f08aac4: 8e100020 */ lw $s0,0x20($s0)
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/* f08aac8: 10000006 */ b .L0f08aae4
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/* f08aacc: 8fbf001c */ lw $ra,0x1c($sp)
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/* f08aad0: 8e100020 */ lw $s0,0x20($s0)
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.L0f08aad4:
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/* f08aad4: 5600fff8 */ bnezl $s0,.L0f08aab8
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/* f08aad8: 02202025 */ or $a0,$s1,$zero
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.L0f08aadc:
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/* f08aadc: 00001025 */ or $v0,$zero,$zero
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.L0f08aae0:
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/* f08aae0: 8fbf001c */ lw $ra,0x1c($sp)
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.L0f08aae4:
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/* f08aae4: 8fb00014 */ lw $s0,0x14($sp)
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/* f08aae8: 8fb10018 */ lw $s1,0x18($sp)
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/* f08aaec: 03e00008 */ jr $ra
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/* f08aaf0: 27bd0020 */ addiu $sp,$sp,0x20
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);
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struct weaponobj *func0f08aa70(s32 weaponnum, struct prop *prop)
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{
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struct weaponobj *weapon;
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struct prop *child;
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if (prop->type == PROPTYPE_WEAPON && weaponnum == prop->weapon->weaponnum) {
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return prop->weapon;
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}
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child = prop->child;
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while (child) {
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weapon = func0f08aa70(weaponnum, child);
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if (weapon) {
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return weapon;
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}
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child = child->next;
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}
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return NULL;
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}
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struct weaponobj *weaponFindThrown(s32 weaponnum)
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{
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