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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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@@ -159,9 +159,7 @@ BOOL daPy_npc_c::initialRestartOption(s8 option, int save) {
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/* 8015ABD8-8015AC74 .text checkNowPosMove__10daPy_npc_cFPCc */
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BOOL daPy_npc_c::checkNowPosMove(const char* pName) {
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// Using the dComIfGp_event_runCheck inline makes the codegen not 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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return TRUE;
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}
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if (mEvtInfo.checkCommandTalk()) {
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