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D489-D502: settings persistence, collision, A/B harnesses, D441 census
F10 pad slider persistence (D489), glass collision hull (D490), A/B input harnesses (1964 virtual pad, GE_INPUTSCRIPT, live one-pad launcher), adjacent global struct reads (D491), vibration percent, D441 complete pointer-width census with high-arena tier-1 build, fix batches 1-5 and an ABI warning ratchet, playtest verification of D493-D502. Refs: D489 D490 D491 D492-D502 D441
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@@ -5741,7 +5741,11 @@ s32 objTick(struct PropRecord *prop)
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#endif
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temp_s0_6 = render_pad2F4->model;
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#ifdef PORT
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if (temp_s0_6->anim == (ModelAnimation *)(uintptr_t)(u32)(animation_table_ptrs2[1])) /* D32/D33 */ /* D441: zero-extend s32-held DRAM ptr */
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#else
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if (temp_s0_6->anim == (ModelAnimation *)animation_table_ptrs2[1]) /* D32/D33 */
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#endif
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{
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modelSetAnimTranslationScale(temp_s0_6, 10.438f);
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setsubroty(render_pad2F4->model, M_PI_F);
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@@ -10436,6 +10440,14 @@ void generate_language_specific_text_for_weapon(u8 *finalstring, ITEM_IDS itemty
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morethan2players = FALSE;
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#ifdef AVOID_UB
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/* D496: with 3+ players the non-JP path below never writes finalstring
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* before strcat'ing onto it, and the caller's buffer is an uninitialised
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* stack array, so leftover stack bytes were drawn as the pickup message
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* (garbled, oversized weapon-pickup text in 3P/4P split-screen). */
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finalstring[0] = '\0';
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#endif
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if (j_text_trigger != 0)
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{
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strcpy(finalstring,"");
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