Decompile func0f128d20
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@ -1408,52 +1408,31 @@ void currentPlayerSetWeaponFlag4(s32 weaponslot)
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chrSetWeaponFlag4(g_Vars.currentplayer->prop->chr, weaponslot);
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}
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GLOBAL_ASM(
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glabel func0f128d20
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/* f128d20: 3c0e800a */ lui $t6,0x800a
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/* f128d24: 8dcea244 */ lw $t6,-0x5dbc($t6)
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/* f128d28: 27bdffc8 */ addiu $sp,$sp,-56
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/* f128d2c: afbf001c */ sw $ra,0x1c($sp)
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/* f128d30: 8dcf00bc */ lw $t7,0xbc($t6)
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/* f128d34: 00041880 */ sll $v1,$a0,0x2
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/* f128d38: 8de20004 */ lw $v0,0x4($t7)
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/* f128d3c: 0043c021 */ addu $t8,$v0,$v1
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/* f128d40: 8f190170 */ lw $t9,0x170($t8)
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/* f128d44: 5720001a */ bnezl $t9,.L0f128db0
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/* f128d48: 8fbf001c */ lw $ra,0x1c($sp)
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/* f128d4c: afa20034 */ sw $v0,0x34($sp)
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/* f128d50: 0fc2866a */ jal getCurrentPlayerWeaponId
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/* f128d54: afa30024 */ sw $v1,0x24($sp)
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/* f128d58: 00402025 */ or $a0,$v0,$zero
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/* f128d5c: 0fc4a2bd */ jal weaponGetModel
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/* f128d60: afa20030 */ sw $v0,0x30($sp)
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/* f128d64: 8fa30024 */ lw $v1,0x24($sp)
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/* f128d68: 24010004 */ addiu $at,$zero,0x4
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/* f128d6c: 8fa60030 */ lw $a2,0x30($sp)
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/* f128d70: 14610005 */ bne $v1,$at,.L0f128d88
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/* f128d74: 00402825 */ or $a1,$v0,$zero
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/* f128d78: 24010022 */ addiu $at,$zero,0x22
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/* f128d7c: 14c10002 */ bne $a2,$at,.L0f128d88
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/* f128d80: 00000000 */ sll $zero,$zero,0x0
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/* f128d84: 2405ffff */ addiu $a1,$zero,-1
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.L0f128d88:
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/* f128d88: 04a00008 */ bltz $a1,.L0f128dac
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/* f128d8c: 8fa40034 */ lw $a0,0x34($sp)
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/* f128d90: 14600003 */ bnez $v1,.L0f128da0
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/* f128d94: 3c071000 */ lui $a3,0x1000
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/* f128d98: 10000001 */ beqz $zero,.L0f128da0
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/* f128d9c: 00003825 */ or $a3,$zero,$zero
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.L0f128da0:
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/* f128da0: afa00010 */ sw $zero,0x10($sp)
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/* f128da4: 0fc22e3a */ jal func0f08b8e8
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/* f128da8: afa00014 */ sw $zero,0x14($sp)
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.L0f128dac:
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/* f128dac: 8fbf001c */ lw $ra,0x1c($sp)
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.L0f128db0:
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/* f128db0: 27bd0038 */ addiu $sp,$sp,0x38
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/* f128db4: 03e00008 */ jr $ra
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/* f128db8: 00000000 */ sll $zero,$zero,0x0
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);
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void func0f128d20(s32 slot)
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{
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struct chrdata *chr = g_Vars.currentplayer->prop->chr;
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if (chr->weapons_held[slot] == NULL) {
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s32 weaponnum = getCurrentPlayerWeaponId(slot);
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s32 modelnum = weaponGetModel(weaponnum);
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if (slot == 1 && weaponnum == WEAPON_REMOTEMINE) {
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modelnum = -1;
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}
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if (modelnum >= 0) {
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u32 flags;
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if (slot == 0) {
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flags = 0;
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} else {
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flags = 0x10000000;
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}
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func0f08b8e8(chr, modelnum, weaponnum, flags, 0, 0);
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}
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}
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}
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GLOBAL_ASM(
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glabel func0f128dbc
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@ -15,7 +15,7 @@ void currentPlayerSetFovY(f32 fovy);
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void currentPlayerSetAspectRatio(f32 aspect);
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s32 weaponGetModel(s32 arg0);
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void currentPlayerSetWeaponFlag4(s32 weaponslot);
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u32 func0f128d20(void);
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void func0f128d20(s32 slot);
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u32 func0f128dbc(void);
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u32 func0f128ec8(void);
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void setCurrentPlayerNum(u32 playernum);
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