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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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@@ -3141,13 +3141,9 @@ BOOL daPy_lk_c::execute() {
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offNoResetFlg1(daPyFlg1_EQUIP_DRAGON_SHIELD);
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}
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// Using the dComIfGp_event_runCheck inline breaks the match
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// if (dComIfGp_event_runCheck()) {
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if (g_dComIfG_gameInfo.play.getEvent().runCheck()) {
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if (dComIfGp_event_runCheck()) {
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mStaffIdx = dComIfGp_evmng_getMyStaffId("Link", this);
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// Using the dComIfGp_event_chkEventFlag inline breaks the match
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// if (mEvtInfo.checkCommandDoor() && !dComIfGp_event_chkEventFlag(0x4) && mHeldItemType == 0x101) {
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if (mEvtInfo.checkCommandDoor() && !g_dComIfG_gameInfo.play.getEvent().chkEventFlag(0x4) && mHeldItemType == 0x101) {
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if (mEvtInfo.checkCommandDoor() && !dComIfGp_event_chkEventFlag(0x4) && mHeldItemType == 0x101) {
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fopAc_ac_c* equipActor = mActorKeepEquip.getActor();
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if (equipActor) {
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s16 angle = shape_angle.y + 0x8000;
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@@ -3573,9 +3569,7 @@ BOOL daPy_lk_c::execute() {
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offNoResetFlg1((daPy_FLG1)(daPyFlg1_NPC_CALL_COMMAND | daPyFlg1_VINE_CATCH));
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// Using the dComIfGp_event_runCheck inline breaks the match
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// if (dComIfGp_event_runCheck() || checkNoControll()) {
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if (g_dComIfG_gameInfo.play.getEvent().runCheck() || checkNoControll()) {
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if (dComIfGp_event_runCheck() || checkNoControll()) {
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dComIfGp_setDoStatus(0);
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dComIfGp_setRStatus(0);
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} else {
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