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Update asm_processor and use static variables in En_Torch2 (#740)
* Update asm_processor to current master * Update variables in En_Torch2 to actually be static This is now possible because asm_processor was updated to handle static symbols in GLOBAL_ASM * Update tutorial to reflect changes about static symbol limitations
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3 changed files with 84 additions and 26 deletions
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@ -66,26 +66,26 @@ const ActorInit En_Torch2_InitVars = {
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(ActorFunc)EnTorch2_Draw,
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};
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/* static */ f32 sStickTilt = 0.0f;
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/* static */ s16 sStickAngle = 0;
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/* static */ f32 sSwordJumpHeight = 0.0f;
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/* static */ s32 sHoldShieldTimer = 0;
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/* static */ u8 sZTargetFlag = false;
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/* static */ u8 sDeathFlag = false;
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static f32 sStickTilt = 0.0f;
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static s16 sStickAngle = 0;
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static f32 sSwordJumpHeight = 0.0f;
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static s32 sHoldShieldTimer = 0;
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static u8 sZTargetFlag = false;
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static u8 sDeathFlag = false;
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/* static */ Input sInput;
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/* static */ u8 sSwordJumpState;
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/* static */ Vec3f sSpawnPoint;
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/* static */ u8 sJumpslashTimer;
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/* static */ u8 sJumpslashFlag;
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/* static */ u8 sActionState;
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/* static */ u8 sSwordJumpTimer;
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/* static */ u8 sCounterState;
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/* static */ u8 sDodgeRollState;
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/* static */ u8 sStaggerCount;
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/* static */ u8 sStaggerTimer;
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/* static */ s8 sLastSwordAnim;
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/* static */ u8 sAlpha;
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static Input sInput;
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static u8 sSwordJumpState;
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static Vec3f sSpawnPoint;
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static u8 sJumpslashTimer;
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static u8 sJumpslashFlag;
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static u8 sActionState;
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static u8 sSwordJumpTimer;
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static u8 sCounterState;
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static u8 sDodgeRollState;
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static u8 sStaggerCount;
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static u8 sStaggerTimer;
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static s8 sLastSwordAnim;
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static u8 sAlpha;
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, 0x1),
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