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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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@ -1,7 +1,7 @@
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/*
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* File: z_item_inbox.c
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* Overlay: ovl_Item_Inbox
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* Description: Zelda's magic to open gates.
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* Description: Zelda's magic effect when opening gates in castle collapse
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*/
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#include "z_item_inbox.h"
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@ -15,7 +15,7 @@ void ItemInbox_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void ItemInbox_Update(Actor* thisx, GlobalContext* globalCtx);
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void ItemInbox_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_80B86020(ItemInbox* this, GlobalContext* globalCtx);
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void ItemInbox_Wait(ItemInbox* this, GlobalContext* globalCtx);
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const ActorInit Item_Inbox_InitVars = {
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ACTOR_ITEM_INBOX,
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@ -32,14 +32,14 @@ const ActorInit Item_Inbox_InitVars = {
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void ItemInbox_Init(Actor* thisx, GlobalContext* globalCtx) {
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ItemInbox* this = THIS;
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this->actionFunc = func_80B86020;
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this->actionFunc = ItemInbox_Wait;
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Actor_SetScale(&this->actor, 0.2);
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}
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void ItemInbox_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void func_80B86020(ItemInbox* this, GlobalContext* globalCtx) {
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void ItemInbox_Wait(ItemInbox* this, GlobalContext* globalCtx) {
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if (Flags_GetTreasure(globalCtx, (this->actor.params >> 8) & 0x1F)) {
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Actor_Kill(&this->actor);
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}
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