diff --git a/src/game/bondgun.c b/src/game/bondgun.c index cf9fdc6cd..74abdbb36 100644 --- a/src/game/bondgun.c +++ b/src/game/bondgun.c @@ -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;