Remove some pointless code from bondgun functions

This commit is contained in:
Ryan Dwyer
2022-11-13 16:57:55 +10:00
parent 45df96a546
commit b714f73ef7
+1 -19
View File
@@ -7504,8 +7504,6 @@ void bgunTickGameplay2(void)
} else {
player->hands[HAND_LEFT].ejectstate = EJECTSTATE_INACTIVE;
}
bgunIsUsingSecondaryFunction();
}
void bgunFreeFireslotWrapper(s32 slotnum)
@@ -7567,8 +7565,6 @@ void bgunRender(Gfx **gdlptr)
struct player *player;
s32 i;
static bool renderhand = true; // var800702dc
player = g_Vars.currentplayer;
if (player->visionmode == VISIONMODE_XRAY) {
@@ -7627,20 +7623,6 @@ void bgunRender(Gfx **gdlptr)
gSPPerspNormalize(gdl++, mtx00016dcc(0, 300));
// There is support for guns having a TV screen on them
// but no guns have this model part so it's not used.
node = modelGetPart(hand->gunmodel.filedata, MODELPART_0010);
if (node) {
union modelrwdata *rwdata = modelGetNodeRwData(&hand->gunmodel, modelGetPart(hand->gunmodel.filedata, MODELPART_0011));
if (rwdata) {
rwdata->toggle.visible = true;
}
gdl = tvscreenRender(&hand->gunmodel, node, &var8009cf88, gdl, 0, 1);
}
renderdata.gdl = gdl;
renderdata.unk30 = 4;
@@ -7762,7 +7744,7 @@ void bgunRender(Gfx **gdlptr)
modelRender(&renderdata, &hand->gunmodel);
// Render the hand
if (player->gunctrl.handmodeldef && renderhand) {
if (player->gunctrl.handmodeldef) {
s32 prevcolour = renderdata.envcolour; // 7c
hand->handmodel.matrices = hand->gunmodel.matrices;