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ObjTimeblock OK (#421)
* ObjTimeblock: move data in source file * ObjTimeblock: decomp Init() * ObjTimeblock: decomp Destroy() * ObjTimeblock: decomp func_80BA0058()/spawnDemoEffect() * ObjTimeblock: decomp func_80B9FFA0() * ObjTimeblock: decomp func_80BA040C()/mainActionFunc() * ObjTimeblock: decomp func_80BA032C() * ObjTimeblock: decomp func_80BA0480() * ObjTimeblock: decomp func_80BA0514() * ObjTimeblock: decomp func_80BA0524() * ObjTimeblock: decomp func_80BA00CC()/toggleSceneSwitch() * ObjTimeblock: decomp func_80BA04F8() * ObjTimeblock: decomp func_80BA0508()/doNothing() * ObjTimeblock: decomp func_80BA0758() * ObjTimeblock: decomp func_80BA0768() * ObjTimeblock: decomp func_80BA06AC() * ObjTimeblock: decomp func_80BA083C() * ObjTimeblock: decomp func_80BA084C() * ObjTimeblock: decomp ObjTimeblock_Update() * ObjTimeblock: decomp ObjTimeblock_Draw() * ObjTimeblock: document the most obvious * ObjTimeblock: use compiled reloc data * ObjTimeblock: apply suggestions from mzxrules * review Co-authored-by: fig <fig02srl@gmail.com>
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28 changed files with 330 additions and 921 deletions
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@ -255,7 +255,7 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
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Vec3f vector;
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Player* player = PLAYER;
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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player->stateFlags2 &= ~0x80;
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player->actor.parent = NULL;
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player->unk_850 = 200;
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@ -305,7 +305,7 @@ void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) {
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}
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}
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}
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if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
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if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
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EnDha_SetupDeath(this);
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}
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}
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