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.
This commit is contained in:
LagoLunatic
2024-02-02 20:34:16 -05:00
parent b6c878a652
commit b46e897826
7 changed files with 15 additions and 31 deletions
+1 -3
View File
@@ -159,9 +159,7 @@ BOOL daPy_npc_c::initialRestartOption(s8 option, int save) {
/* 8015ABD8-8015AC74 .text checkNowPosMove__10daPy_npc_cFPCc */
BOOL daPy_npc_c::checkNowPosMove(const char* pName) {
// Using the dComIfGp_event_runCheck inline makes the codegen not match.
// if (!dComIfGp_event_runCheck()) {
if (!g_dComIfG_gameInfo.play.getEvent().runCheck()) {
if (!dComIfGp_event_runCheck()) {
return TRUE;
}
if (mEvtInfo.checkCommandTalk()) {