Remove pointless code in playerTick

This commit is contained in:
Ryan Dwyer 2022-11-15 22:09:44 +10:00
parent 65c4192827
commit e4e4074352
2 changed files with 4 additions and 80 deletions

View File

@ -152,9 +152,6 @@ u32 var80070734 = 0xffffffff;
u32 var80070738 = 0;
u32 var8007073c = 0;
struct gecreditsdata *g_CurrentGeCreditsData = NULL;
bool g_PlayerTriggerGeFadeIn = false;
u32 var80070748 = 0;
u32 var8007074c = 0;
bool g_PlayersWithControl[] = {
true, true, true, true
@ -1458,16 +1455,9 @@ void playerSetTickMode(s32 tickmode)
g_Vars.in_cutscene = false;
}
void playerBeginGeFadeIn(void)
{
playerSetTickMode(TICKMODE_GE_FADEIN);
g_PlayerTriggerGeFadeIn = false;
}
void playersBeginMpSwirl(void)
{
playerSetTickMode(TICKMODE_MPSWIRL);
g_PlayerTriggerGeFadeIn = false;
bmoveSetMode(MOVEMODE_WALK);
g_MpSwirlRotateSpeed = 0;
@ -1547,21 +1537,11 @@ void playerTickMpSwirl(void)
void player0f0b9a20(void)
{
playerSetTickMode(TICKMODE_NORMAL);
g_PlayerTriggerGeFadeIn = false;
bmoveSetMode(MOVEMODE_WALK);
if (mainGetStageNum() == STAGE_TEST_LEN) {
playerSetFadeColour(0, 0, 0, 1);
playerSetFadeFrac(0, 1);
} else if (var80070748 != 0) {
playerSetFadeColour(0, 0, 0, 1);
playerSetFadeFrac(60, 0);
}
envChooseAndApply(mainGetStageNum(), false);
bgunEquipWeapon2(HAND_LEFT, g_DefaultWeapons[HAND_LEFT]);
bgunEquipWeapon2(HAND_RIGHT, g_DefaultWeapons[HAND_RIGHT]);
var8007074c = 0;
}
void playerEndCutscene(void)
@ -1572,7 +1552,6 @@ void playerEndCutscene(void)
g_Vars.autocutfinished = true;
} else {
playerSetTickMode(TICKMODE_NORMAL);
g_PlayerTriggerGeFadeIn = false;
bmoveSetModeForAllPlayers(MOVEMODE_WALK);
}
}
@ -1580,7 +1559,6 @@ void playerEndCutscene(void)
void playerPrepareWarpType1(s16 pad)
{
playerSetTickMode(TICKMODE_WARP);
g_PlayerTriggerGeFadeIn = false;
bmoveSetModeForAllPlayers(MOVEMODE_CUTSCENE);
playersClearMemCamRoom();
@ -1657,7 +1635,6 @@ void playerExecutePreparedWarp(void)
void playerStartCutscene2(void)
{
playerSetTickMode(TICKMODE_CUTSCENE);
g_PlayerTriggerGeFadeIn = false;
bmoveSetModeForAllPlayers(MOVEMODE_CUTSCENE);
playersClearMemCamRoom();
@ -2956,7 +2933,7 @@ void playerTick(bool arg0)
bgunSetGunAmmoVisible(GUNAMMOREASON_OPTION, optionsGetAmmoOnScreen(g_Vars.currentplayerstats->mpindex));
bgunSetSightVisible(GUNSIGHTREASON_1, true);
if ((g_Vars.tickmode == TICKMODE_GE_FADEIN || g_Vars.tickmode == TICKMODE_NORMAL) && !g_InCutscene && !g_MainIsEndscreen) {
if (g_Vars.tickmode == TICKMODE_NORMAL && !g_InCutscene && !g_MainIsEndscreen) {
g_Vars.currentplayer->bondviewlevtime60 += g_Vars.lvupdate60;
}
@ -3394,10 +3371,10 @@ void playerTick(bool arg0)
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms);
if (g_Vars.normmplayerisrunning == false
&& g_MissionConfig.iscoop
&& g_Vars.numaibuddies > 0
if (g_Vars.numaibuddies > 0
&& !g_Vars.aibuddiesspawned
&& g_Vars.normmplayerisrunning == false
&& g_MissionConfig.iscoop
&& g_Vars.stagenum != STAGE_CITRAINING
&& g_Vars.lvframenum > 20) {
g_Vars.aibuddiesspawned = true;
@ -3650,16 +3627,6 @@ void playerTick(bool arg0)
g_Vars.aibuddies[i] = prop;
}
}
} else if (g_Vars.tickmode == TICKMODE_GE_FADEIN || g_Vars.tickmode == TICKMODE_GE_FADEOUT) {
playerRemoveChrBody();
bmoveTick(1, 1, arg0, 0);
playerUpdateShake();
playerSetCameraMode(CAMERAMODE_DEFAULT);
player0f0c1840(&g_Vars.currentplayer->bond2.unk10,
&g_Vars.currentplayer->bond2.unk28,
&g_Vars.currentplayer->bond2.unk1c,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms);
} else if (g_Vars.tickmode == TICKMODE_MPSWIRL) {
// Start of an MP match where the camera circles around the player
playerTickChrBody();
@ -3776,41 +3743,6 @@ void playerTick(bool arg0)
g_Vars.currentplayer->prop->rooms);
}
// Increment the time on Bond's watch (leftover from GE)
g_Vars.currentplayer->bondwatchtime60 += g_Vars.diffframe60freal;
// Also a leftover from GE? Maybe cancelling fade in mission intros?
if (var8007074c) {
s8 contpad1 = optionsGetContpadNum1(g_Vars.currentplayerstats->mpindex);
if (!lvIsPaused()
&& arg0
&& joyGetButtonsPressedThisFrame(contpad1, A_BUTTON | B_BUTTON | Z_TRIG | START_BUTTON | 0 | R_TRIG)) {
var8007074c = 2;
if (playerIsFadeComplete()) {
if (g_Vars.currentplayer->colourscreenfrac == 0) {
playerSetFadeColour(0, 0, 0, 0);
playerSetFadeFrac(60, 1);
}
} else {
if (g_Vars.currentplayer->colourfadefracnew == 0) {
playerSetFadeFrac(g_Vars.currentplayer->colourfadetime60, 1);
}
}
}
if (var8007074c == 2
&& playerIsFadeComplete()
&& g_Vars.currentplayer->colourscreenfrac == 1) {
func0000e990();
}
}
if (g_PlayerTriggerGeFadeIn) {
playerBeginGeFadeIn();
}
// Handle mission exit on death
if (g_Vars.currentplayer->isdead) {
if (g_Vars.currentplayer->redbloodfinished == false) {
@ -3834,10 +3766,6 @@ void playerTick(bool arg0)
}
}
}
if (g_Vars.tickmode == TICKMODE_GE_FADEOUT && playerIsFadeComplete()) {
mainEndStage();
}
}
#define WIELDMODE_PISTOL 0

View File

@ -151,10 +151,6 @@ void playerReset(void)
playerSetTickMode(TICKMODE_GE_FADEIN);
g_PlayerTriggerGeFadeIn = 0;
var80070748 = 0;
var8007074c = 0;
g_Vars.currentplayer->bondviewlevtime60 = 0;
g_Vars.currentplayer->bondwatchtime60 = 0;
g_Vars.currentplayer->introanimnum = 0;