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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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7984c1c514
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109 changed files with 424 additions and 359 deletions
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@ -715,7 +715,7 @@ void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
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this->actor.velocity.y = 10.0f;
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}
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this->actor.bgCheckFlags &= ~1;
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func_80033260(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, 0);
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, 0);
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Math_SmoothStepToS(&this->actor.world.rot.y, -this->actor.yawTowardsPlayer, 1, 0xBB8, 0);
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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@ -1115,7 +1115,7 @@ void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx) {
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} else {
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this->actor.velocity.y = 0.0f;
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}
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func_80033260(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, 0);
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, 0);
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}
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if (this->actor.colorFilterTimer == 0) {
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this->actor.shape.yOffset = 200.0f;
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@ -1153,7 +1153,7 @@ void EnBb_CollisionCheck(EnBb* this, GlobalContext* globalCtx) {
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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this->dmgEffect = this->actor.colChkInfo.damageEffect;
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func_80035650(&this->actor, &this->collider.elements[0].info, 0);
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Actor_SetDropFlag(&this->actor, &this->collider.elements[0].info, 0);
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switch (this->dmgEffect) {
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case 7:
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this->actor.freezeTimer = this->collider.elements[0].info.acHitInfo->toucher.damage;
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