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Actor Cleanups (#177)
* rename init chains, colchkinfo, colider inits, damage tables * actor cleanups * fix collider init script names * small fixes * ichain arg name * change dynapoly types and names * revert enru1 data name * and the type * pr suggestions
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108 changed files with 786 additions and 869 deletions
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@ -42,7 +42,7 @@ const ActorInit En_Heishi3_InitVars = {
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(ActorFunc)EnHeishi3_Draw,
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};
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static ColliderCylinderInit cylinderInit = {
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK10, 0x00, 0x00, 0x39, 0x20, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, 0x00, 0x00, 0x01 },
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{ 15, 70, 0, { 0, 0, 0 } },
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@ -64,10 +64,10 @@ void EnHeishi3_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_0600BAC8, &D_06005C30, this->limbDrawTable,
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this->transitionDrawTable, 17);
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this->actor.colChkInfo.mass = -1;
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this->actor.colChkInfo.mass = 0xFF;
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this->actor.unk_1F = 6;
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &cylinderInit);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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// "Castle Gate Soldier - Power Up"
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 城門兵パワーアップ ☆☆☆☆☆ \n" VT_RST);
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