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En_Attack_Niw, En_Insect, z_skin_matrix, and z_skelanime matched (#493)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * marginal improvement * matched functions. Also fixed a serious lack of static * format * more static * fixing a function prototype * skelanime OK * forgot .s * skin matrix matched * format
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61 changed files with 209 additions and 1264 deletions
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@ -45,7 +45,7 @@ static ColliderCylinderInit sColCylinderInit1 = {
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{ 50, 60, 280, { 0, 0, 0 } },
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};
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s16 sHasParent = false;
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static s16 sHasParent = false;
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extern Gfx D_60013500[];
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extern UNK_TYPE D_06001DDC;
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@ -70,23 +70,23 @@ void BgDodoago_SpawnSparkles(Vec3f* vec, GlobalContext* globalCtx) {
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}
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}
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static InitChainEntry D_808725BC[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 5000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 800, ICHAIN_STOP),
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};
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u8 D_808727C0[100];
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static u8 D_808727C0[100];
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s32 D_80872824;
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static s32 D_80872824;
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void BgDodoago_Init(Actor* thisx, GlobalContext* globalCtx) {
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BgDodoago* this = THIS;
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s32 pad;
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s32 localC = 0;
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Actor_ProcessInitChain(&this->dyna.actor, D_808725BC);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyInfo_SetActorMove(&this->dyna, 0);
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DynaPolyInfo_Alloc(&D_06001DDC, &localC);
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this->dyna.dynaPolyId = DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, localC);
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