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