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Realmatch dComIfGp_event_runCheck inline
dComIfGp_event_runCheck's return type being different from the inner inline runCheck's return type apparently causes the compiler to double up the g_dComIfG_gameInfo load in certain functions. And also fix dComIfGp_event_chkEventFlag which had the same issue.
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@@ -914,11 +914,9 @@ void daAgb_c::FlagsSend(u32 stage_type) {
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if (dKyw_gbwind_use_check()) {
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mFlags.field_0xb_6 = 1;
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s16 r3;
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// Fakematch: using the dComIfGp_event_runCheck inline breaks the match
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// if (dComIfGp_event_runCheck() && (dComIfGp_evmng_startCheck("TACT_WINDOW2_SHIP") || dComIfGp_evmng_startCheck("TACT_WINDOW2"))) {
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if (g_dComIfG_gameInfo.play.getEvent().runCheck() &&
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(dComIfGp_evmng_startCheck("TACT_WINDOW2_SHIP") || dComIfGp_evmng_startCheck("TACT_WINDOW2")))
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{
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if (dComIfGp_event_runCheck() &&
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(dComIfGp_evmng_startCheck("TACT_WINDOW2_SHIP") || dComIfGp_evmng_startCheck("TACT_WINDOW2"))
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) {
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r3 = field_0x658;
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} else {
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cXyz* wind_vec = dKyw_get_wind_vec();
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