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- make PSX build happy by turning off scratchpad operations
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@ -582,7 +582,7 @@ void DrawCarWheels(CAR_DATA *cp, MATRIX *RearMatrix, VECTOR *pos, int zclip)
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MODEL *WheelModelBack;
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MODEL *WheelModelFront;
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#ifdef PSX
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#if 0 //def PSX
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MATRIX& FrontMatrix = *(MATRIX*)(u_char*)getScratchAddr(0);
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MATRIX& SteerMatrix = *(MATRIX*)((u_char*)getScratchAddr(0) + sizeof(MATRIX));
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VECTOR& WheelPos = *(VECTOR*)((u_char*)getScratchAddr(0) + sizeof(MATRIX) * 2);
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@ -803,7 +803,7 @@ void PlayerCarFX(CAR_DATA *cp)
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// [D] [T]
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void plotNewCarModel(CAR_MODEL* car, int palette)
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{
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#ifdef PSX
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#if 0 //def PSX
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plotCarGlobals& _pg = *(plotCarGlobals*)(u_char*)getScratchAddr(0);
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#else
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plotCarGlobals _pg;
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@ -128,7 +128,7 @@ void addSubdivSpriteShadow(POLYFT4* src, SVECTOR* verts, int z)
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m = 4;
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#ifdef PSX
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#if 0 //def PSX
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MVERTEX5x5& subdiVerts = *(MVERTEX5x5*)(u_char*)getScratchAddr(0);
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#else
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MVERTEX5x5 subdiVerts;
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@ -179,7 +179,7 @@ void DrawSprites(PACKED_CELL_OBJECT** sprites, int numFound)
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int numShadows;
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int count;
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#ifdef PSX
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#if 0 //def PSX
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MVERTEX5x5& subdiVerts = *(MVERTEX5x5*)(u_char*)getScratchAddr(0);
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#else
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MVERTEX5x5 subdiVerts;
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@ -780,7 +780,7 @@ void PlotBuildingModelSubdivNxN(MODEL* model, int rot, _pct* pc, int n)
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SVECTOR* srcVerts;
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int combo;
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#ifdef PSX
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#if 0//def PSX
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MVERTEX5x5& subdiVerts = *(MVERTEX5x5*)(u_char*)getScratchAddr(0);
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#else
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MVERTEX5x5 subdiVerts;
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@ -1041,7 +1041,7 @@ void PlotModelSubdivNxN(MODEL* model, int rot, _pct* pc, int n)
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SVECTOR* srcVerts;
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int combo;
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#ifdef PSX
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#if 0//def PSX
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MVERTEX5x5& subdiVerts = *(MVERTEX5x5*)(u_char*)getScratchAddr(0);
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#else
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MVERTEX5x5 subdiVerts;
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@ -871,7 +871,7 @@ void StepSim(void)
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pauseflag = 1;
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}
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oldsp = SetSp((u_long)((u_char*)getScratchAddr(0) + 0x3e8)); // i don't know what this does
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//oldsp = SetSp((u_long)((u_char*)getScratchAddr(0) + 0x3e8)); // i don't know what this does
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lead_pad = (u_int)controller_bits;
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@ -1148,7 +1148,7 @@ void StepSim(void)
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DoScenaryCollisions();
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CheckPlayerMiscFelonies();
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SetSp(oldsp);
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//SetSp(oldsp);
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CameraCnt++;
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@ -336,7 +336,7 @@ char lineClear(VECTOR *v1, VECTOR *v2)
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int xd; // $a0
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int zd; // $v1
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#ifdef PSX
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#if 0 //def PSX
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CELL_ITERATOR& ci = *(CELL_ITERATOR*)((u_char*)getScratchAddr(0) + 1024 - sizeof(CELL_ITERATOR));
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#else
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CELL_ITERATOR ci;
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