mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-09 10:32:33 -04:00
Preload weapons
This commit is contained in:
+106
-104
@@ -179,6 +179,76 @@ char var800700bc[][10] = {
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{ 'x','x','x' }, // "xxx"
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};
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struct modelfiledata *g_GunModeldefs[0x5e]; // All weapon IDs
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struct modelfiledata *g_HandModeldefs[4]; // 4 players
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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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{
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if (weaponnum >= WEAPON_UNARMED && weaponnum < ARRAYCOUNT(g_GunModeldefs) && g_GunModeldefs[weaponnum] == NULL) {
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s32 gunfilenum = weaponGetModelNum(weaponnum);
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if (gunfilenum) {
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g_GunModeldefs[weaponnum] = modeldefLoadToNew(gunfilenum);
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modelCalculateRwDataLen(g_GunModeldefs[weaponnum]);
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}
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}
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}
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void bgunPreload(void)
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{
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s32 i;
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s32 gunfilenum;
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s32 handfilenum;
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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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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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for (i = 0; i < ARRAYCOUNT(g_MpSetup.weapons); i++) {
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s32 weaponnum = g_MpWeapons[g_MpSetup.weapons[i]].weaponnum;
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bgunPreloadGun(weaponnum);
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}
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// Hands
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prevplayernum = g_Vars.currentplayernum;
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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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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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// Carts
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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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#if VERSION >= VERSION_NTSC_1_0
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void bgunRumble(s32 handnum, s32 weaponnum)
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{
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@@ -3847,12 +3917,12 @@ const char var7f1ac144[] = "GunLockTimer: %d\n";
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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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@@ -3867,112 +3937,61 @@ 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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casing = g_Casings;
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while (casing < &g_Casings[ARRAYCOUNT(g_Casings)]) {
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if (casing->modeldef == player->gunctrl.cartmodeldef) {
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casing->modeldef = NULL;
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}
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casing++;
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}
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g_CasingsActive = false;
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casing = g_Casings;
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while (casing < &g_Casings[ARRAYCOUNT(g_Casings)]) {
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if (casing->modeldef != NULL) {
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g_CasingsActive = true;
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}
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casing++;
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}
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player->gunctrl.cartmodeldef = NULL;
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player->gunctrl.masterloadstate = MASTERLOADSTATE_HANDS;
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} else if (player->gunctrl.masterloadstate == MASTERLOADSTATE_HANDS) {
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}
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if (player->gunctrl.masterloadstate == MASTERLOADSTATE_HANDS) {
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if (hashands) {
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if (handfilenum != player->gunctrl.handfilenum) {
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if (player->gunctrl.gunloadstate == GUNLOADSTATE_FLUX) {
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player->gunctrl.unk15a0 = bgunGetGunMem();
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player->gunctrl.unk15a4 = bgunCalculateGunMemCapacity();
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player->gunctrl.gunloadstate = GUNLOADSTATE_MODEL;
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player->gunctrl.loadfilenum = handfilenum;
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player->gunctrl.loadtomodeldef = &player->gunctrl.handmodeldef;
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player->gunctrl.loadmemptr = (u32 *) &player->gunctrl.unk15a0;
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player->gunctrl.loadmemremaining = (u32 *) &player->gunctrl.unk15a4;
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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.handfilenum = handfilenum;
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} else {
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return;
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}
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}
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player->gunctrl.handmodeldef = g_HandModeldefs[g_Vars.currentplayernum];
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} else {
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player->gunctrl.handfilenum = 0;
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player->gunctrl.handmodeldef = NULL;
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player->gunctrl.unk15a0 = bgunGetGunMem();
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player->gunctrl.unk15a4 = bgunCalculateGunMemCapacity();
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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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} else 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 (player->gunctrl.masterloadstate == MASTERLOADSTATE_GUN) {
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if (weaponnum == WEAPON_UNARMED) {
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player->gunctrl.gunmodeldef = g_HandModeldefs[g_Vars.currentplayernum];
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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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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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}
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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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}
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} else 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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if (player->gunctrl.masterloadstate == MASTERLOADSTATE_CARTS) {
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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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@@ -3994,27 +4013,13 @@ void bgunTickMasterLoad(void)
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}
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if (casingindex >= 0) {
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if (player->gunctrl.cartmodeldef == NULL) {
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filenum = g_CartFileNums[casingindex];
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player->gunctrl.loadfilenum = filenum;
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player->gunctrl.gunloadstate = GUNLOADSTATE_MODEL;
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player->gunctrl.loadtomodeldef = &player->gunctrl.cartmodeldef;
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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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break;
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}
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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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}
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if (player->gunctrl.gunloadstate != GUNLOADSTATE_FLUX) {
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bgunTickGunLoad();
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return;
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}
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sum = 0;
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for (i = 0; i < 2; i++) {
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@@ -4059,17 +4064,14 @@ 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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}
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#if VERSION >= VERSION_NTSC_1_0
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else {
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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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#endif
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}
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} else {
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player->gunctrl.gunlocktimer--;
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+1
-1
@@ -20,7 +20,7 @@ void invReset(void)
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void invInit(void)
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{
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g_Vars.currentplayer->equipmaxitems = 7; // 6 MP weapons + data uplink
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g_Vars.currentplayer->equipmaxitems = 8; // Unarmed, 6 MP weapons + data uplink
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g_Vars.currentplayer->equipment = mempAlloc(ALIGN16(g_Vars.currentplayer->equipmaxitems * sizeof(struct invitem)), MEMPOOL_STAGE);
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invClear();
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}
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@@ -403,6 +403,7 @@ void lvReset(s32 stagenum)
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playerReset();
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playerSpawn();
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bheadReset();
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bgunPreload();
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if (g_Vars.normmplayerisrunning && (g_MpSetup.options & MPOPTION_TEAMSENABLED)) {
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playermgrCalculateAiBuddyNums();
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@@ -873,6 +873,11 @@ void setupCreateProps(s32 stagenum)
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setupCreateDoor((struct doorobj *)obj, index);
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}
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break;
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case OBJTYPE_WEAPON:
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if (withchrs && (obj->flags2 & diffflag) == 0) {
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setupPlaceWeapon((struct weaponobj *)obj, index);
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}
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break;
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case OBJTYPE_TINTEDGLASS:
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if (withobjs && (obj->flags2 & diffflag) == 0) {
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if (obj->flags & OBJFLAG_GLASS_HASPORTAL) {
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@@ -8,6 +8,7 @@ void bgunReset(void);
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void bgunStop(void);
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void bgunPreload(void);
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void bgunRumble(s32 handnum, s32 weaponnum);
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s32 bgunGetUnequippedReloadIndex(s32 weaponnum);
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void bgunTickUnequippedReload(void);
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