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En_Heishi1 and Eff_Ss_Solder_Srch_Ball OK (#234)
* progress * init ok and merge master * enheishi1 and srchball OK * cleanup * cleanup * cleanup * more cleanup * done * more comments * add file headers * some review comments * move vectors * more review comments * angle in decimal * add prototype * semicolon would be good * fix * make unset actor ids 0 * reword comment * no &
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54 changed files with 636 additions and 1880 deletions
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@ -83,7 +83,7 @@ void func_80AFB768(EnSi* this, GlobalContext* globalCtx) {
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if (this->collider.base.maskB & 0x1) {
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this->collider.base.maskB &= ~0x1;
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Item_Give(globalCtx, ITEM_SKULL_TOKEN);
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player->actor.freeze = 10;
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player->actor.freezeTimer = 10;
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func_8010B680(globalCtx, 0xB4, 0);
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func_800F5C64(0x39);
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this->actionFunc = func_80AFB950;
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@ -105,7 +105,7 @@ void func_80AFB89C(EnSi* this, GlobalContext* globalCtx) {
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if ((this->actor.flags & 0x2000) != 0x2000) {
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Item_Give(globalCtx, ITEM_SKULL_TOKEN);
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player->actor.freeze = 10;
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player->actor.freezeTimer = 10;
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func_8010B680(globalCtx, 0xB4, 0);
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func_800F5C64(0x39);
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this->actionFunc = func_80AFB950;
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@ -118,7 +118,7 @@ void func_80AFB950(EnSi* this, GlobalContext* globalCtx) {
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s16 params;
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if (func_8010BDBC(&globalCtx->msgCtx) != 2) {
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player->actor.freeze = 10;
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player->actor.freezeTimer = 10;
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} else {
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params = this->actor.params;
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temp = (params & 0x1F00) >> 8;
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