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Decompile and mostly document EnSkj, EnSkjNeedle, and OBJECT_SKJ. One NON_MATCHING (#750)
* match a few * delete ASM * Almost done * One reg swap left * GlobalCtx2 YEP * Start object SKJ * Start some documentation * Big doc pass * Name the first batch of functions * Done * fix some issues real quick * lets try this again * remove left over doc tools and add 3 textures * Finish object_skj docs * PR fixes * PR fixes * Delete BuildInfo.ha * PR fixes (Roman) * PR fixes (Roman)
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@ -6,9 +6,35 @@
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struct EnSkj;
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typedef void (*EnSkjActionFunc)(struct EnSkj*, GlobalContext*);
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typedef struct EnSkj {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ char unk_14C[0x1B4];
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/* 0x014C */ SkelAnime skelAnime;
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/* 0x0190 */ Vec3s jointTable[19];
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/* 0x0202 */ Vec3s morphTable[19];
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/* 0x0274 */ EnSkjActionFunc actionFunc;
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/* 0x0278 */ ColliderCylinder collider;
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/* 0x02C4 */ u16 textId;
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/* 0x02C6 */ s16 timer;
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/* 0x02C8 */ s16 unk_2C8;
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/* 0x02CA */ s16 multiuseTimer;
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/* 0x02CC */ s16 needleShootTimer;
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/* 0x02CE */ s16 dodgeResetTimer;
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/* 0x02D0 */ u8 animIndex;
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/* 0x02D1 */ u8 action;
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/* 0x02D2 */ u8 backfilpFlag;
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/* 0x02D3 */ u8 unk_2D3; // Is set to zero when walking to trade for skull mask and set to 1 when dying
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/* 0x02D4 */ u8 needlesToShoot;
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/* 0x02D5 */ u8 hitsUntilDodge; // Upon reaching zero will always backflip to avoid stun lock
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/* 0x02D6 */ u8 unk_2D6;
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/* 0x02D7 */ u8 playerInRange;
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/* 0x02D8 */ u8 minigameState; // Upon reaching zero stops and does another action
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/* 0x02DC */ u32 alpha;
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/* 0x02E0 */ Vec3f center;
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/* 0x02EC */ f32 unk_2EC;
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/* 0x02F0 */ f32 unk_2F0;
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/* 0x02F4 */ Vec3f posCopy;
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} EnSkj; // size = 0x0300
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extern const ActorInit En_Skj_InitVars;
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