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Symbol cleanup (#897)

* symbol cleanup

* run formatter

* run formatter

* remove duplicate z_demo_ik symbols

* run formatter
This commit is contained in:
Dragorn421 2021-08-22 17:52:02 +02:00 committed by GitHub
parent 743f42f651
commit 5e071a014d
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GPG key ID: 4AEE18F83AFDEB23
130 changed files with 1210 additions and 2940 deletions

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@ -6,6 +6,7 @@
#include "z_en_hs2.h"
#include "vt.h"
#include "objects/object_hs/object_hs.h"
#define FLAGS 0x00000009
@ -49,16 +50,14 @@ static ColliderCylinderInit sCylinderInit = {
{ 40, 40, 0, { 0, 0, 0 } },
};
extern FlexSkeletonHeader D_06006260;
extern AnimationHeader D_060005C0;
void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx) {
EnHs2* this = THIS;
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06006260, &D_060005C0, this->jointTable, this->morphTable, 16);
Animation_PlayLoop(&this->skelAnime, &D_060005C0);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_hs_Skel_006260, &object_hs_Anim_0005C0, this->jointTable,
this->morphTable, 16);
Animation_PlayLoop(&this->skelAnime, &object_hs_Anim_0005C0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;