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Some actor.c docs (in preparation for en_test) (#820)
* renames * format * format functions.h * clean * arg name * remove asm
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109 changed files with 424 additions and 359 deletions
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@ -270,7 +270,7 @@ void EnAm_SpawnEffects(EnAm* this, GlobalContext* globalCtx) {
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}
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
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func_80033260(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 0x12C, 0xF, 0);
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Actor_SpawnFloorDust(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 0x12C, 0xF, 0);
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}
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void EnAm_SetupSleep(EnAm* this) {
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@ -348,7 +348,7 @@ void EnAm_SetupRecoilFromDamage(EnAm* this, GlobalContext* globalCtx) {
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}
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this->dyna.actor.colorFilterTimer = 0;
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func_80032C7C(globalCtx, &this->dyna.actor);
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Enemy_StartFinishingBlow(globalCtx, &this->dyna.actor);
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EnAm_SetupAction(this, EnAm_RecoilFromDamage);
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}
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@ -800,7 +800,7 @@ void EnAm_UpdateDamage(EnAm* this, GlobalContext* globalCtx) {
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if (this->dyna.actor.colChkInfo.damageEffect != AM_DMGEFF_MAGIC_FIRE_LIGHT) {
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this->unk_264 = 0;
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this->damageEffect = this->dyna.actor.colChkInfo.damageEffect;
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func_80035650(&this->dyna.actor, &this->hurtCollider.info, 0);
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Actor_SetDropFlag(&this->dyna.actor, &this->hurtCollider.info, 0);
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if ((this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_NUT) ||
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(this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_STUN) ||
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