Remove pointless code in playerTick
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65c4192827
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e4e4074352
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@ -152,9 +152,6 @@ u32 var80070734 = 0xffffffff;
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u32 var80070738 = 0;
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u32 var8007073c = 0;
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struct gecreditsdata *g_CurrentGeCreditsData = NULL;
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bool g_PlayerTriggerGeFadeIn = false;
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u32 var80070748 = 0;
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u32 var8007074c = 0;
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bool g_PlayersWithControl[] = {
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true, true, true, true
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@ -1458,16 +1455,9 @@ void playerSetTickMode(s32 tickmode)
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g_Vars.in_cutscene = false;
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}
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void playerBeginGeFadeIn(void)
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{
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playerSetTickMode(TICKMODE_GE_FADEIN);
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g_PlayerTriggerGeFadeIn = false;
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}
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void playersBeginMpSwirl(void)
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{
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playerSetTickMode(TICKMODE_MPSWIRL);
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g_PlayerTriggerGeFadeIn = false;
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bmoveSetMode(MOVEMODE_WALK);
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g_MpSwirlRotateSpeed = 0;
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@ -1547,21 +1537,11 @@ void playerTickMpSwirl(void)
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void player0f0b9a20(void)
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{
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playerSetTickMode(TICKMODE_NORMAL);
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g_PlayerTriggerGeFadeIn = false;
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bmoveSetMode(MOVEMODE_WALK);
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if (mainGetStageNum() == STAGE_TEST_LEN) {
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playerSetFadeColour(0, 0, 0, 1);
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playerSetFadeFrac(0, 1);
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} else if (var80070748 != 0) {
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playerSetFadeColour(0, 0, 0, 1);
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playerSetFadeFrac(60, 0);
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}
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envChooseAndApply(mainGetStageNum(), false);
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bgunEquipWeapon2(HAND_LEFT, g_DefaultWeapons[HAND_LEFT]);
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bgunEquipWeapon2(HAND_RIGHT, g_DefaultWeapons[HAND_RIGHT]);
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var8007074c = 0;
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}
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void playerEndCutscene(void)
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@ -1572,7 +1552,6 @@ void playerEndCutscene(void)
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g_Vars.autocutfinished = true;
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} else {
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playerSetTickMode(TICKMODE_NORMAL);
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g_PlayerTriggerGeFadeIn = false;
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bmoveSetModeForAllPlayers(MOVEMODE_WALK);
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}
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}
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@ -1580,7 +1559,6 @@ void playerEndCutscene(void)
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void playerPrepareWarpType1(s16 pad)
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{
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playerSetTickMode(TICKMODE_WARP);
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g_PlayerTriggerGeFadeIn = false;
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bmoveSetModeForAllPlayers(MOVEMODE_CUTSCENE);
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playersClearMemCamRoom();
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@ -1657,7 +1635,6 @@ void playerExecutePreparedWarp(void)
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void playerStartCutscene2(void)
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{
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playerSetTickMode(TICKMODE_CUTSCENE);
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g_PlayerTriggerGeFadeIn = false;
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bmoveSetModeForAllPlayers(MOVEMODE_CUTSCENE);
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playersClearMemCamRoom();
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@ -2956,7 +2933,7 @@ void playerTick(bool arg0)
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bgunSetGunAmmoVisible(GUNAMMOREASON_OPTION, optionsGetAmmoOnScreen(g_Vars.currentplayerstats->mpindex));
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bgunSetSightVisible(GUNSIGHTREASON_1, true);
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if ((g_Vars.tickmode == TICKMODE_GE_FADEIN || g_Vars.tickmode == TICKMODE_NORMAL) && !g_InCutscene && !g_MainIsEndscreen) {
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if (g_Vars.tickmode == TICKMODE_NORMAL && !g_InCutscene && !g_MainIsEndscreen) {
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g_Vars.currentplayer->bondviewlevtime60 += g_Vars.lvupdate60;
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}
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@ -3394,10 +3371,10 @@ void playerTick(bool arg0)
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&g_Vars.currentplayer->prop->pos,
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g_Vars.currentplayer->prop->rooms);
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if (g_Vars.normmplayerisrunning == false
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&& g_MissionConfig.iscoop
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&& g_Vars.numaibuddies > 0
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if (g_Vars.numaibuddies > 0
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&& !g_Vars.aibuddiesspawned
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&& g_Vars.normmplayerisrunning == false
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&& g_MissionConfig.iscoop
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&& g_Vars.stagenum != STAGE_CITRAINING
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&& g_Vars.lvframenum > 20) {
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g_Vars.aibuddiesspawned = true;
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@ -3650,16 +3627,6 @@ void playerTick(bool arg0)
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g_Vars.aibuddies[i] = prop;
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}
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}
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} else if (g_Vars.tickmode == TICKMODE_GE_FADEIN || g_Vars.tickmode == TICKMODE_GE_FADEOUT) {
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playerRemoveChrBody();
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bmoveTick(1, 1, arg0, 0);
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playerUpdateShake();
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playerSetCameraMode(CAMERAMODE_DEFAULT);
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player0f0c1840(&g_Vars.currentplayer->bond2.unk10,
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&g_Vars.currentplayer->bond2.unk28,
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&g_Vars.currentplayer->bond2.unk1c,
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&g_Vars.currentplayer->prop->pos,
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g_Vars.currentplayer->prop->rooms);
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} else if (g_Vars.tickmode == TICKMODE_MPSWIRL) {
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// Start of an MP match where the camera circles around the player
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playerTickChrBody();
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@ -3776,41 +3743,6 @@ void playerTick(bool arg0)
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g_Vars.currentplayer->prop->rooms);
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}
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// Increment the time on Bond's watch (leftover from GE)
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g_Vars.currentplayer->bondwatchtime60 += g_Vars.diffframe60freal;
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// Also a leftover from GE? Maybe cancelling fade in mission intros?
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if (var8007074c) {
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s8 contpad1 = optionsGetContpadNum1(g_Vars.currentplayerstats->mpindex);
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if (!lvIsPaused()
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&& arg0
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&& joyGetButtonsPressedThisFrame(contpad1, A_BUTTON | B_BUTTON | Z_TRIG | START_BUTTON | 0 | R_TRIG)) {
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var8007074c = 2;
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if (playerIsFadeComplete()) {
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if (g_Vars.currentplayer->colourscreenfrac == 0) {
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playerSetFadeColour(0, 0, 0, 0);
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playerSetFadeFrac(60, 1);
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}
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} else {
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if (g_Vars.currentplayer->colourfadefracnew == 0) {
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playerSetFadeFrac(g_Vars.currentplayer->colourfadetime60, 1);
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}
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}
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}
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if (var8007074c == 2
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&& playerIsFadeComplete()
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&& g_Vars.currentplayer->colourscreenfrac == 1) {
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func0000e990();
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}
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}
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if (g_PlayerTriggerGeFadeIn) {
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playerBeginGeFadeIn();
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}
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// Handle mission exit on death
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if (g_Vars.currentplayer->isdead) {
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if (g_Vars.currentplayer->redbloodfinished == false) {
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@ -3834,10 +3766,6 @@ void playerTick(bool arg0)
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}
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}
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}
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if (g_Vars.tickmode == TICKMODE_GE_FADEOUT && playerIsFadeComplete()) {
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mainEndStage();
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}
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}
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#define WIELDMODE_PISTOL 0
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@ -151,10 +151,6 @@ void playerReset(void)
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playerSetTickMode(TICKMODE_GE_FADEIN);
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g_PlayerTriggerGeFadeIn = 0;
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var80070748 = 0;
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var8007074c = 0;
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g_Vars.currentplayer->bondviewlevtime60 = 0;
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g_Vars.currentplayer->bondwatchtime60 = 0;
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g_Vars.currentplayer->introanimnum = 0;
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