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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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13a94482e5
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78d0883f04
108 changed files with 786 additions and 869 deletions
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@ -1,11 +1,10 @@
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/*
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* File: z_obj_makekinsuta.c
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* Overlay: ovl_Obj_Makekinsuta
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* Description: Skulltula Sprouting from Bean Spot.
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* Description: Skulltula Sprouting from Bean Spot
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*/
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#include "z_obj_makekinsuta.h"
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#include <vt.h>
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#define FLAGS 0x00000010
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@ -16,7 +15,7 @@ void ObjMakekinsuta_Init(Actor* thisx, GlobalContext* globalCtx);
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void ObjMakekinsuta_Update(Actor* thisx, GlobalContext* globalCtx);
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void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx);
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void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx);
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void ObjMakekinsuta_DoNothing(ObjMakekinsuta* this, GlobalContext* globalCtx);
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const ActorInit Obj_Makekinsuta_InitVars = {
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ACTOR_OBJ_MAKEKINSUTA,
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@ -49,20 +48,20 @@ void ObjMakekinsuta_Init(Actor* thisx, GlobalContext* globalCtx) {
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void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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if (this->unk_152 != 0) {
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if (this->unk_150 >= 0x3C && !func_8002DEEC(PLAYER)) {
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if (this->timer >= 60 && !func_8002DEEC(PLAYER)) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_SW, this->actor.posRot.pos.x,
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this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, this->actor.shape.rot.y, 0,
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(this->actor.params | 0x8000));
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this->actionFunc = func_80B983D4;
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return;
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this->actionFunc = ObjMakekinsuta_DoNothing;
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} else {
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this->timer++;
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}
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this->unk_150 = this->unk_150 + 1;
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return;
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} else {
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this->timer = 0;
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}
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this->unk_150 = 0;
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}
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void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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void ObjMakekinsuta_DoNothing(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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}
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void ObjMakekinsuta_Update(Actor* thisx, GlobalContext* globalCtx) {
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@ -11,7 +11,7 @@ typedef void (*ObjMakekinsutaActionFunc)(struct ObjMakekinsuta*, GlobalContext*)
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typedef struct ObjMakekinsuta {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ ObjMakekinsutaActionFunc actionFunc;
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/* 0x150 */ s16 unk_150;
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/* 0x150 */ s16 timer;
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/* 0x152 */ s16 unk_152;
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} ObjMakekinsuta; // size = 0x0154
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