Decompile handRenderHudInteger
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125046899e
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fd97b489dc
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@ -16910,7 +16910,6 @@ char *weaponGetShortName(s32 weaponnum)
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}
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const char var7f1ac170[] = "wantedfn %d tiggle %d\n";
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const char var7f1ac188[] = "%d\n";
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void currentPlayerReloadHandIfPossible(s32 handnum)
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{
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@ -32422,35 +32421,15 @@ glabel handRenderHudString
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/* f0a9d28: 00000000 */ nop
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);
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GLOBAL_ASM(
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glabel handRenderHudInteger
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/* f0a9d2c: 27bdffc8 */ addiu $sp,$sp,-56
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/* f0a9d30: afa60040 */ sw $a2,0x40($sp)
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/* f0a9d34: 00a03025 */ or $a2,$a1,$zero
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/* f0a9d38: afa5003c */ sw $a1,0x3c($sp)
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/* f0a9d3c: afbf0024 */ sw $ra,0x24($sp)
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/* f0a9d40: afa40038 */ sw $a0,0x38($sp)
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/* f0a9d44: 3c057f1b */ lui $a1,%hi(var7f1ac188)
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/* f0a9d48: afa70044 */ sw $a3,0x44($sp)
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/* f0a9d4c: 24a5c188 */ addiu $a1,$a1,%lo(var7f1ac188)
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/* f0a9d50: 0c004dad */ jal sprintf
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/* f0a9d54: 27a4002c */ addiu $a0,$sp,0x2c
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/* f0a9d58: 8fae0048 */ lw $t6,0x48($sp)
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/* f0a9d5c: 8faf004c */ lw $t7,0x4c($sp)
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/* f0a9d60: 8fb80050 */ lw $t8,0x50($sp)
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/* f0a9d64: 8fa40038 */ lw $a0,0x38($sp)
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/* f0a9d68: 27a5002c */ addiu $a1,$sp,0x2c
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/* f0a9d6c: 8fa60040 */ lw $a2,0x40($sp)
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/* f0a9d70: 8fa70044 */ lw $a3,0x44($sp)
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/* f0a9d74: afae0010 */ sw $t6,0x10($sp)
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/* f0a9d78: afaf0014 */ sw $t7,0x14($sp)
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/* f0a9d7c: 0fc2a6da */ jal handRenderHudString
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/* f0a9d80: afb80018 */ sw $t8,0x18($sp)
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/* f0a9d84: 8fbf0024 */ lw $ra,0x24($sp)
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/* f0a9d88: 27bd0038 */ addiu $sp,$sp,0x38
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/* f0a9d8c: 03e00008 */ jr $ra
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/* f0a9d90: 00000000 */ nop
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);
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Gfx *handRenderHudInteger(Gfx *gdl, s32 value, s32 x, bool leftalign, s32 y, s32 arg5, u32 colour)
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{
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char buffer[12];
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sprintf(buffer, "%d\n", value);
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gdl = handRenderHudString(gdl, buffer, x, leftalign, y, arg5, colour);
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return gdl;
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}
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void abmagReset(struct abmag *abmag)
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{
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@ -38170,7 +38149,7 @@ const char var7f1ac19c[] = "%02d:%02d\n";
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// }
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//
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// // a7c
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// gdl = handRenderHudString(gdl, text, xpos + barwidth - 2, 0, bottom - reserveheight + 1, 0, 0x00ffc0a0);
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// gdl = handRenderHudString(gdl, text, xpos + barwidth - 2, false, bottom - reserveheight + 1, 0, 0x00ffc0a0);
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// }
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// }
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//
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@ -162,7 +162,7 @@ u32 weaponGetAmmoType(u32 weaponnum, u32 func);
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s32 currentPlayerGetAmmoQuantityForWeapon(u32 weaponnum, u32 func);
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void currentPlayerGiveAmmoForWeapon(u32 weaponnum, u32 func, u32 quantity);
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s32 weaponGetAmmoCapacity(s32 weaponnum, s32 func);
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Gfx *handRenderHudString(Gfx *gdl, char *text, s32 arg2, s32 arg3, s32 arg4, s32 arg5, u32 colour);
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Gfx *handRenderHudString(Gfx *gdl, char *text, s32 x, bool leftalign, s32 y, s32 arg5, u32 colour);
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Gfx *handRenderHudInteger(Gfx *gdl, s32 value, s32 x, bool leftalign, s32 y, s32 arg5, u32 colour);
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void abmagReset(struct abmag *abmag);
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u32 func0f0a9da8(void);
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