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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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@@ -1048,9 +1048,7 @@ void daRd_c::modeCryWait() {
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onIkari();
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setBtkAnm(3);
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}
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// The dComIfGp_event_runCheck inline breaks the codegen here.
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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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mTimer1 = 60;
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mTimer2 = 45;
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} else if (isAnm(AnmPrm_WALK)) {
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