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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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@ -556,7 +556,7 @@ void EnHorseNormal_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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void func_80A6CAFC(Actor* thisx, GlobalContext* globalCtx, ColliderJntSphItem* collider) {
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void func_80A6CAFC(Actor* thisx, GlobalContext* globalCtx, PSkinAwb* skin) {
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Vec3f sp4C;
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Vec3f sp40;
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EnHorseNormal* this = THIS;
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@ -566,7 +566,7 @@ void func_80A6CAFC(Actor* thisx, GlobalContext* globalCtx, ColliderJntSphItem* c
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sp4C.x = this->headCollider.list[i].dim.modelSphere.center.x;
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sp4C.y = this->headCollider.list[i].dim.modelSphere.center.y;
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sp4C.z = this->headCollider.list[i].dim.modelSphere.center.z;
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func_800A6408(collider, this->headCollider.list[i].dim.joint, &sp4C, &sp40);
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func_800A6408(skin, this->headCollider.list[i].dim.joint, &sp4C, &sp40);
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this->headCollider.list[i].dim.worldSphere.center.x = sp40.x;
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this->headCollider.list[i].dim.worldSphere.center.y = sp40.y;
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this->headCollider.list[i].dim.worldSphere.center.z = sp40.z;
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