mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-12 11:42:15 -04:00
Simplify BG preloading code
This commit is contained in:
+105
-199
@@ -184,7 +184,7 @@ char var800700bc[][10] = {
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};
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struct modelfiledata *g_GunModeldefs[0x24]; // Unarmed to combat boost
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struct modelfiledata *g_HandModeldefs[2]; // Undisguised and disguised
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struct modelfiledata *g_HandModeldefs[4]; // 4 players, or P1/P2/disguised/unused
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struct modelfiledata *g_CartModeldefs[4]; // 4 types of casings
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void bgunPreloadGun(s32 weaponnum)
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@@ -204,12 +204,21 @@ void bgunPreload(void)
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s32 cartfilenum;
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s32 headnum;
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s32 bodynum;
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s32 prevplayernum;
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// Guns
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for (i = 0; i < ARRAYCOUNT(g_GunModeldefs); i++) {
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g_GunModeldefs[i] = NULL;
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}
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for (i = 0; i < ARRAYCOUNT(g_HandModeldefs); i++) {
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g_HandModeldefs[i] = NULL;
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}
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for (i = 0; i < ARRAYCOUNT(g_CartModeldefs); i++) {
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g_CartModeldefs[i] = NULL;
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}
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// Guns
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bgunPreloadGun(WEAPON_UNARMED);
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if (g_Vars.normmplayerisrunning) {
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@@ -281,27 +290,39 @@ void bgunPreload(void)
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}
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// Hands
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playerChooseBodyAndHead(&bodynum, &headnum, NULL);
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prevplayernum = g_Vars.currentplayernum;
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handfilenum = g_HeadsAndBodies[bodynum].handfilenum;
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g_HandModeldefs[0] = modeldefLoadToNew(handfilenum);
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modelCalculateRwDataLen(g_HandModeldefs[0]);
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for (i = 0; i < PLAYERCOUNT(); i++) {
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setCurrentPlayerNum(i);
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playerChooseBodyAndHead(&bodynum, &headnum, NULL);
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if (g_Vars.stagenum == STAGE_RESCUE) {
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handfilenum = g_HeadsAndBodies[BODY_DARKLAB].handfilenum;
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g_HandModeldefs[1] = modeldefLoadToNew(handfilenum);
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modelCalculateRwDataLen(g_HandModeldefs[1]);
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} else if (g_Vars.stagenum == STAGE_AIRBASE) {
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handfilenum = g_HeadsAndBodies[BODY_DARK_AF1].handfilenum;
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g_HandModeldefs[1] = modeldefLoadToNew(handfilenum);
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modelCalculateRwDataLen(g_HandModeldefs[1]);
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handfilenum = g_HeadsAndBodies[bodynum].handfilenum;
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g_HandModeldefs[i] = modeldefLoadToNew(handfilenum);
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modelCalculateRwDataLen(g_HandModeldefs[i]);
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}
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setCurrentPlayerNum(prevplayernum);
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if (!g_Vars.normmplayerisrunning) {
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// Load disguised hand model into index 2
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if (g_Vars.stagenum == STAGE_RESCUE) {
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handfilenum = g_HeadsAndBodies[BODY_DARKLAB].handfilenum;
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g_HandModeldefs[2] = modeldefLoadToNew(handfilenum);
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modelCalculateRwDataLen(g_HandModeldefs[2]);
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} else if (g_Vars.stagenum == STAGE_AIRBASE) {
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handfilenum = g_HeadsAndBodies[BODY_DARK_AF1].handfilenum;
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g_HandModeldefs[2] = modeldefLoadToNew(handfilenum);
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modelCalculateRwDataLen(g_HandModeldefs[2]);
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}
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}
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// Carts
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for (i = 0; i < ARRAYCOUNT(g_CartModeldefs); i++) {
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cartfilenum = g_CartFileNums[i];
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g_CartModeldefs[i] = modeldefLoadToNew(cartfilenum);
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modelCalculateRwDataLen(g_CartModeldefs[i]);
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if (PLAYERCOUNT() == 1) {
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for (i = 0; i < ARRAYCOUNT(g_CartModeldefs); i++) {
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cartfilenum = g_CartFileNums[i];
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g_CartModeldefs[i] = modeldefLoadToNew(cartfilenum);
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modelCalculateRwDataLen(g_CartModeldefs[i]);
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}
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}
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}
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@@ -4054,131 +4075,14 @@ const char var7f1ac0ec[] = "Gun : TotalUsed %d, Free %d\n";
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const char var7f1ac10c[] = "BriGun: Set Master State: MASTER_GUN_LOADSTATE_LOADED\n";
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const char var7f1ac144[] = "GunLockTimer: %d\n";
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void bgunTickMasterLoadPreloaded(void)
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{
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struct player *player = g_Vars.currentplayer;
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struct weaponfunc *func;
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struct weaponfunc *shootfunc;
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struct weapon *weapondef;
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struct inventory_ammo *ammodef;
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struct hand *hand;
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s32 weaponnum;
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s32 value;
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s32 sum;
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s32 i;
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if ((player->gunctrl.gunmemowner == GUNMEMOWNER_BONDGUN || bgun0f09e004(GUNMEMOWNER_BONDGUN)) && player->gunctrl.gunmemnew >= 0) {
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if (player->gunctrl.gunlocktimer == 0) {
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if (player->gunctrl.masterloadstate != MASTERLOADSTATE_LOADED || weaponnum != player->gunctrl.gunmemtype) {
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// Gun
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weaponnum = player->gunctrl.gunmemnew;
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if (weaponnum == WEAPON_UNARMED) {
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player->gunctrl.gunmodeldef = g_HandModeldefs[player->disguised];
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} else {
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player->gunctrl.gunmodeldef = g_GunModeldefs[weaponnum];
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}
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// Hands
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if (weaponHasFlag(weaponnum, WEAPONFLAG_HASHANDS)) {
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player->gunctrl.handmodeldef = g_HandModeldefs[player->disguised];
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} else {
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player->gunctrl.handmodeldef = NULL;
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}
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// Carts
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func = gsetGetWeaponFunction2(&player->hands[0].gset);
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shootfunc = NULL;
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weapondef = weaponFindById(player->gunctrl.weaponnum);
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if (func != NULL) {
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s32 casingindex = -1;
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if ((func->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) {
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shootfunc = func;
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}
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if (weapondef && shootfunc) {
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ammodef = func->ammoindex >= 0 ? weapondef->ammos[func->ammoindex] : NULL;
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if (ammodef) {
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casingindex = ammodef->casingeject;
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}
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}
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if (casingindex >= 0) {
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player->gunctrl.cartmodeldef = g_CartModeldefs[casingindex];
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}
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}
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player->gunctrl.unk15a0 = bgunGetGunMem();
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player->gunctrl.unk15a4 = bgunCalculateGunMemCapacity();
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player->gunctrl.unk15a8 = (u8 *) player->gunctrl.unk15a0;
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player->gunctrl.unk15ac = player->gunctrl.unk15a4;
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sum = 0;
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for (i = 0; i < 2; i++) {
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hand = &player->hands[i];
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modelInit(&hand->gunmodel, player->gunctrl.gunmodeldef, (union modelrwdata **)hand->unk0a6c, 0);
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if (player->gunctrl.handmodeldef != 0) {
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modelInit(&hand->handmodel, player->gunctrl.handmodeldef, (union modelrwdata **)hand->handsavedata, false);
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}
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hand->unk0dcc = (s32 *) player->gunctrl.unk15a8;
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value = bgunCreateModelCmdList(&hand->gunmodel, player->gunctrl.gunmodeldef->rootnode, (s32 *) player->gunctrl.unk15a8);
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sum += value;
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player->gunctrl.unk15a8 += value;
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player->gunctrl.unk15ac -= value;
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if (player->gunctrl.handmodeldef != 0) {
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hand->unk0dd0 = (s32 *) player->gunctrl.unk15a8;
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value = bgunCreateModelCmdList(&hand->handmodel, player->gunctrl.handmodeldef->rootnode, (s32 *) player->gunctrl.unk15a8);
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sum += value;
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player->gunctrl.unk15a8 += value;
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player->gunctrl.unk15ac -= value;
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}
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}
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hand = &player->hands[0];
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hand->unk0dd4 = -1;
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if (player->gunctrl.unk15ac > 3200) {
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hand->unk0dd8 = (Mtxf *) player->gunctrl.unk15a8;
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player->gunctrl.unk15a8 += 3200;
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player->gunctrl.unk15ac -= 3200;
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} else {
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hand->unk0dd8 = 0;
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}
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player->gunctrl.masterloadstate = MASTERLOADSTATE_LOADED;
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player->gunctrl.gunmemtype = weaponnum;
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player->gunctrl.gunmemnew = -1;
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}
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} else {
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player->gunctrl.gunlocktimer--;
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if (player->gunctrl.gunlocktimer < -2) {
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player->gunctrl.gunlocktimer = 0;
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}
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}
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}
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}
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void bgunTickMasterLoad(void)
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{
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s32 newweaponnum;
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s32 weaponnum;
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struct player *player = g_Vars.currentplayer;
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bool hashands;
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u16 handfilenum;
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s32 sum;
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u16 filenum;
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u16 gunfilenum;
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s32 i;
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struct casing *casing;
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struct hand *hand;
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@@ -4193,74 +4097,94 @@ void bgunTickMasterLoad(void)
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if ((player->gunctrl.gunmemowner == GUNMEMOWNER_BONDGUN || bgun0f09e004(GUNMEMOWNER_BONDGUN)) && player->gunctrl.gunmemnew >= 0) {
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if (player->gunctrl.gunlocktimer == 0) {
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newweaponnum = player->gunctrl.gunmemnew;
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weaponnum = player->gunctrl.gunmemnew;
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playerChooseBodyAndHead(&bodynum, &headnum, NULL);
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gunfilenum = weaponGetModelNum(weaponnum);
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handfilenum = g_HeadsAndBodies[bodynum].handfilenum;
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if (IS4MB()) {
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handfilenum = FILE_GCOMBATHANDSLOD;
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}
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filenum = weaponGetModelNum(newweaponnum);
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if (player->gunctrl.masterloadstate != MASTERLOADSTATE_LOADED || newweaponnum != player->gunctrl.gunmemtype) {
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if (filenum) {
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if (player->gunctrl.masterloadstate != MASTERLOADSTATE_LOADED || weaponnum != player->gunctrl.gunmemtype) {
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if (gunfilenum) {
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hashands = false;
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if (weaponHasFlag(newweaponnum, WEAPONFLAG_HASHANDS)) {
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if (weaponHasFlag(weaponnum, WEAPONFLAG_HASHANDS)) {
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hashands = true;
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}
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if (newweaponnum == WEAPON_UNARMED) {
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if (weaponnum == WEAPON_UNARMED) {
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// For unarmed, the fists are implemented
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// as weapon models rather than hand models
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filenum = handfilenum;
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handfilenum = 0 * (player->gunctrl.gunloadstate == 4);
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playerChooseBodyAndHead(&bodynum, &headnum, NULL);
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handfilenum = g_HeadsAndBodies[bodynum].handfilenum;
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gunfilenum = handfilenum;
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hashands = false;
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}
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if (player->gunctrl.masterloadstate == MASTERLOADSTATE_FLUX) {
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player->gunctrl.cartmodeldef = NULL;
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player->gunctrl.masterloadstate = MASTERLOADSTATE_HANDS;
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}
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// Hands
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if (weaponHasFlag(newweaponnum, WEAPONFLAG_HASHANDS)) {
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player->gunctrl.handmodeldef = g_HandModeldefs[player->disguised];
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if (player->gunctrl.masterloadstate == MASTERLOADSTATE_HANDS) {
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// Hands are always preloaded
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if (hashands) {
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if (player->disguised) {
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player->gunctrl.handmodeldef = g_HandModeldefs[2];
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} else {
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player->gunctrl.handmodeldef = g_HandModeldefs[g_Vars.currentplayernum];
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}
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} else {
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player->gunctrl.handmodeldef = NULL;
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}
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player->gunctrl.unk15a0 = bgunGetGunMem();
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player->gunctrl.unk15a4 = bgunCalculateGunMemCapacity();
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player->gunctrl.masterloadstate = MASTERLOADSTATE_GUN;
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player->gunctrl.gunloadstate = GUNLOADSTATE_FLUX;
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}
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if (player->gunctrl.masterloadstate == MASTERLOADSTATE_GUN) {
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if (player->gunctrl.gunloadstate == GUNLOADSTATE_FLUX) {
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player->gunctrl.unk15a8 = (u8 *) player->gunctrl.unk15a0;
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player->gunctrl.unk15ac = player->gunctrl.unk15a4;
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player->gunctrl.gunloadstate = GUNLOADSTATE_MODEL;
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player->gunctrl.loadfilenum = filenum;
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player->gunctrl.loadtomodeldef = &player->gunctrl.gunmodeldef;
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player->gunctrl.loadmemptr = (u32 *) &player->gunctrl.unk15a8;
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player->gunctrl.loadmemremaining = (u32 *) &player->gunctrl.unk15ac;
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}
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if (weaponnum < ARRAYCOUNT(g_GunModeldefs) && g_GunModeldefs[weaponnum]) {
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// Preloaded
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if (weaponnum == WEAPON_UNARMED) {
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if (player->disguised) {
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player->gunctrl.gunmodeldef = g_HandModeldefs[2];
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} else {
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player->gunctrl.gunmodeldef = g_HandModeldefs[g_Vars.currentplayernum];
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}
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} else {
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player->gunctrl.gunmodeldef = g_GunModeldefs[weaponnum];
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}
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bgunTickGunLoad();
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if (player->gunctrl.gunloadstate == GUNLOADSTATE_LOADED) {
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player->gunctrl.masterloadstate = MASTERLOADSTATE_CARTS;
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player->gunctrl.gunloadstate = GUNLOADSTATE_FLUX;
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player->gunctrl.unk15a8 = bgunGetGunMem();
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player->gunctrl.unk15ac = bgunCalculateGunMemCapacity();
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} else {
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// Not preloaded
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if (player->gunctrl.gunloadstate == GUNLOADSTATE_FLUX) {
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player->gunctrl.unk15a8 = (u8 *) player->gunctrl.unk15a0;
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player->gunctrl.unk15ac = player->gunctrl.unk15a4;
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player->gunctrl.gunloadstate = GUNLOADSTATE_MODEL;
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player->gunctrl.loadfilenum = gunfilenum;
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player->gunctrl.loadtomodeldef = &player->gunctrl.gunmodeldef;
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player->gunctrl.loadmemptr = (u32 *) &player->gunctrl.unk15a8;
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player->gunctrl.loadmemremaining = (u32 *) &player->gunctrl.unk15ac;
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}
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bgunTickGunLoad();
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if (player->gunctrl.gunloadstate == GUNLOADSTATE_LOADED) {
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player->gunctrl.masterloadstate = MASTERLOADSTATE_CARTS;
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player->gunctrl.gunloadstate = GUNLOADSTATE_FLUX;
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} else {
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return;
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}
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}
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}
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if (player->gunctrl.masterloadstate == MASTERLOADSTATE_CARTS) {
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if (player->gunctrl.gunloadstate == GUNLOADSTATE_LOADED) {
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player->gunctrl.gunloadstate = GUNLOADSTATE_FLUX;
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}
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if (player->gunctrl.gunloadstate == GUNLOADSTATE_FLUX && player->gunctrl.cartmodeldef == NULL && PLAYERCOUNT() == 1) {
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// Carts are always preloaded
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if (PLAYERCOUNT() == 1) {
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for (i = 0; i < 2; i++) {
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hand = player->hands + i;
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func = gsetGetWeaponFunction2(&hand->gset);
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@@ -4283,6 +4207,7 @@ void bgunTickMasterLoad(void)
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if (casingindex >= 0) {
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player->gunctrl.cartmodeldef = g_CartModeldefs[casingindex];
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break;
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}
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}
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}
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@@ -4332,12 +4257,12 @@ void bgunTickMasterLoad(void)
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bgunCalculateGunMemCapacity();
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player->gunctrl.masterloadstate = MASTERLOADSTATE_LOADED;
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player->gunctrl.gunmemtype = newweaponnum;
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player->gunctrl.gunmemtype = weaponnum;
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player->gunctrl.gunmemnew = -1;
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}
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} else {
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player->gunctrl.masterloadstate = MASTERLOADSTATE_LOADED;
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player->gunctrl.gunmemtype = newweaponnum;
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player->gunctrl.gunmemtype = weaponnum;
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player->gunctrl.gunmemnew = -1;
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}
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}
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@@ -4354,18 +4279,9 @@ void bgunTickMasterLoad(void)
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void bgunTickLoad(void)
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{
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s32 i;
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s32 weaponnum = g_Vars.currentplayer->gunctrl.gunmemnew;
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if (weaponnum < ARRAYCOUNT(g_GunModeldefs) && g_GunModeldefs[weaponnum]) {
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// Preloaded
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for (i = 0; i < g_Vars.lvupdate240; i += 8) {
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bgunTickMasterLoadPreloaded();
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}
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} else {
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// Not preloaded
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for (i = 0; i < g_Vars.lvupdate240; i += 8) {
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bgunTickMasterLoad();
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}
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for (i = 0; i < g_Vars.lvupdate240; i += 8) {
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bgunTickMasterLoad();
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}
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}
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@@ -4402,19 +4318,9 @@ bool bgun0f09eae4(void)
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bgun0f09df9c();
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{
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s32 weaponnum = g_Vars.currentplayer->gunctrl.gunmemnew;
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if (weaponnum < ARRAYCOUNT(g_GunModeldefs) && g_GunModeldefs[weaponnum]) {
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do {
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bgunTickMasterLoadPreloaded();
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} while (!bgun0f09dd7c());
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} else {
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do {
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bgunTickMasterLoad();
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} while (!bgun0f09dd7c());
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}
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}
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do {
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bgunTickMasterLoad();
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} while (!bgun0f09dd7c());
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g_Vars.currentplayer->gunctrl.unk1583_06 = false;
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