7F080A10:	Executes player fades
	F12=time, in ms (usually 300)
	F14=target opactity (1.0=100%)
	


//7F089584:	CALL FADEOUT
JAL	7F080A10
NOP
//7F08958C:	RETURN FROM FADEOUT CALL
JAL	7F08088C
		LUI	T6,8008
		LW	T6,A0B0 (T6)
		MTC1	R0,F6
		OR	V0,R0,R0
		LWC1	F4,03E4 (T6)
		C.LT.S	F4,F6
		NOP
		BC1F	7F0808B4
		NOP
		ADDIU	V0,R0,0001
		//7F0808B4:
		JR	RA
		NOP
NOP
BEQ	V0,R0,7F089658
NOP
JAL	7F09A464
NOP
ADDIU	AT,R0,0001
BNE	V0,AT,7F0895C0
NOP
JAL	7F07A9B8
ADDIU	A0,R0,0005
BEQ	R0,R0,7F089658
NOP
//7F0895C0:
...
//7F089658:


+-+-+-+

upon respawn, triggers a fade-in
(throw a test on this to unstupid MP invisibility)

called by 7F088CBC
anyone's guess how to tack in an invisibility test...
//7F088C8C:	fade in - last thing you do...	V0 not important
MTC1	R0,F0
LW	T4,0000 (S1)	T4=cur playerdata	[S1=8007A0B0]
LUI	AT,8005
SWC1	F0,0078 (T4)
LW	T5,0000 (S1)
LWC1	F16,52AC (AT)
LUI	AT,42F0
MTC1	AT,F12
SWC1	F16,007C (T5)
LW	T9,0000 (S1)
LUI	AT,3F80
MTC1	AT,F14
JAL	7F080A10
SWC1	F0,0080 (T9)
//7F088CC4:	return...


efficient this up a bit...
!REVISED!
//7F088C8C:	fade in - last thing you do...	V0 not important
	*NOP
	LW	T4,0000 (S1)
	LUI	AT,8005
	*SW	R0,0078 (T4)
	*NOP
	LWC1	F16,52AC (AT)
	LUI	AT,42F0
	MTC1	AT,F12
	SWC1	F16,007C (T4)
	*NOP
	LUI	AT,3F80
	MTC1	AT,F14
	JAL	7F080A10
	*SW	R0,0080 (T4)	assume no need for F0=0
//7F088CC4:	return...
