Decompile currentPlayerHasProp
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524668e0f0
commit
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@ -1193,81 +1193,35 @@ bool func0f1128c4(void)
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return false;
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}
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GLOBAL_ASM(
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glabel currentPlayerHasProp
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/* f1128cc: 3c03800a */ lui $v1,0x800a
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/* f1128d0: 8c63a244 */ lw $v1,-0x5dbc($v1)
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/* f1128d4: 24060002 */ addiu $a2,$zero,0x2
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/* f1128d8: 8c651864 */ lw $a1,0x1864($v1)
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/* f1128dc: 10a0000e */ beqz $a1,.L0f112918
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/* f1128e0: 00a01025 */ or $v0,$a1,$zero
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/* f1128e4: 8c4e0000 */ lw $t6,0x0($v0)
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.L0f1128e8:
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/* f1128e8: 54ce0007 */ bnel $a2,$t6,.L0f112908
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/* f1128ec: 8c42000c */ lw $v0,0xc($v0)
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/* f1128f0: 8c4f0004 */ lw $t7,0x4($v0)
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/* f1128f4: 548f0004 */ bnel $a0,$t7,.L0f112908
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/* f1128f8: 8c42000c */ lw $v0,0xc($v0)
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/* f1128fc: 03e00008 */ jr $ra
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/* f112900: 24020001 */ addiu $v0,$zero,0x1
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/* f112904: 8c42000c */ lw $v0,0xc($v0)
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.L0f112908:
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/* f112908: 50450004 */ beql $v0,$a1,.L0f11291c
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/* f11290c: 8c7800bc */ lw $t8,0xbc($v1)
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/* f112910: 5440fff5 */ bnezl $v0,.L0f1128e8
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/* f112914: 8c4e0000 */ lw $t6,0x0($v0)
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.L0f112918:
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/* f112918: 8c7800bc */ lw $t8,0xbc($v1)
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.L0f11291c:
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/* f11291c: 8f02001c */ lw $v0,0x1c($t8)
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/* f112920: 50400009 */ beqzl $v0,.L0f112948
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/* f112924: 00001025 */ or $v0,$zero,$zero
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.L0f112928:
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/* f112928: 54440004 */ bnel $v0,$a0,.L0f11293c
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/* f11292c: 8c420020 */ lw $v0,0x20($v0)
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/* f112930: 03e00008 */ jr $ra
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/* f112934: 24020001 */ addiu $v0,$zero,0x1
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/* f112938: 8c420020 */ lw $v0,0x20($v0)
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.L0f11293c:
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/* f11293c: 1440fffa */ bnez $v0,.L0f112928
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/* f112940: 00000000 */ sll $zero,$zero,0x0
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/* f112944: 00001025 */ or $v0,$zero,$zero
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.L0f112948:
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/* f112948: 03e00008 */ jr $ra
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/* f11294c: 00000000 */ sll $zero,$zero,0x0
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);
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bool currentPlayerHasProp(struct prop *prop)
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{
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struct invitem *item = g_Vars.currentplayer->weapons;
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struct prop *child;
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// regalloc when assigning item and first
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//bool currentPlayerHasProp(struct prop *prop)
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//{
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// struct invitem *item = g_Vars.currentplayer->weapons;
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// struct invitem *first = item;
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// struct prop *child;
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//
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// while (item) {
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// if (item->type == INVITEMTYPE_PROP && item->type_prop.prop == prop) {
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// return true;
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// }
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//
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// item = item->next;
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//
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// if (item == first) {
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// break;
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// }
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// }
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//
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// child = g_Vars.currentplayer->prop->child;
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//
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// while (child) {
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// if (child == prop) {
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// return true;
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// }
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//
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// child = child->next;
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// }
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//
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// return false;
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//}
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while (item) {
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if (item->type == INVITEMTYPE_PROP && item->type_prop.prop == prop) {
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return true;
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}
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item = item->next;
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if (item == g_Vars.currentplayer->weapons) {
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break;
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}
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}
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child = g_Vars.currentplayer->prop->child;
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while (child) {
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if (child == prop) {
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return true;
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}
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child = child->next;
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}
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return false;
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}
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GLOBAL_ASM(
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glabel func0f112950
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