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Symbol cleanup (#897)
* symbol cleanup * run formatter * run formatter * remove duplicate z_demo_ik symbols * run formatter
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parent
743f42f651
commit
5e071a014d
130 changed files with 1210 additions and 2940 deletions
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@ -5,6 +5,7 @@
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*/
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#include "z_en_ba.h"
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#include "objects/object_bxa/object_bxa.h"
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#define FLAGS 0x00000015
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@ -24,9 +25,6 @@ void EnBa_RecoilFromDamage(EnBa* this, GlobalContext* globalCtx);
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void EnBa_Die(EnBa* this, GlobalContext* globalCtx);
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void EnBa_SetupSwingAtPlayer(EnBa* this);
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extern Gfx D_06000890[];
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extern Gfx D_06001D80[];
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const ActorInit En_Ba_InitVars = {
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ACTOR_EN_BA,
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ACTORCAT_ENEMY,
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@ -507,7 +505,7 @@ void EnBa_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_Pop();
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_ba.c", 973),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, D_06000890);
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gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_000890);
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (globalCtx->gameplayFrames * 2) % 128,
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@ -517,7 +515,7 @@ void EnBa_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 125, 100, 255);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_ba.c", 991),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, D_06001D80);
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gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_001D80);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ba.c", 995);
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}
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