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firewall OK
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a00a8bbaeb
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5 changed files with 64 additions and 85 deletions
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@ -1,42 +1,14 @@
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/*
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* File: z_bg_hidan_firewall.c
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* Overlay: ovl_Bg_Hidan_Firewall
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* Description: Proximity Flame Wall
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*/
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#include "z_bg_hidan_firewall.h"
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#define ROOM 0x00
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#define FLAGS 0x00000000
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// static ColliderCylinderInit cylinderInitData =
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// {
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// 0x0A, 0x11, 0x00, 0x09,
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// 0x20, 0x01, 0x00, 0x00,
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// 0x00, 0x00, 0x00, 0x00,
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// 0x20000000,
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// 0x01, 0x04, 0x00, 0x00,
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// 0xFFCFFFFF,
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// 0x00, 0x00, 0x00, 0x00,
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// 0x19, 0x00, 0x01, 0x00,
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// 0x001E,
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// 0x0053,
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// 0x00000000000000000000,
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// };
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// static SubActor98Init actor98InitData =
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// {
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// 0x01, 0x0050, 0x0064, 0xFF,
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// };
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// u32 D_80886D04[] = {
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// 0x06015D20,
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// 0x06016120,
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// 0x06016520,
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// 0x06016920,
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// 0x06016D20,
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// 0x06017120,
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// 0x06017520,
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// 0x06017920,
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// 0x00000000,
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// 0x00000000,
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// 0x00000000,
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// };
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const ActorInit Bg_Hidan_Firewall_InitVars =
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{
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ACTOR_BG_HIDAN_FIREWALL,
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@ -51,25 +23,59 @@ const ActorInit Bg_Hidan_Firewall_InitVars =
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NULL,
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};
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static ColliderCylinderInit cylinderInitData =
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{
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0x0A, 0x11, 0x00, 0x09,
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0x20, 0x01, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00,
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0x20000000,
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0x01, 0x04, 0x00, 0x00,
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0xFFCFFFFF,
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0x00, 0x00, 0x00, 0x00,
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0x19, 0x00, 0x01, 0x00,
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0x001E,
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0x0053,
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0x00000000000000000000,
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};
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static SubActor98Init actor98InitData =
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{
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0x01, 0x0050, 0x0064, 0xFF,
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};
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u32 D_80886D04[] = {
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0x06015D20,
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0x06016120,
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0x06016520,
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0x06016920,
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0x06016D20,
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0x06017120,
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0x06017520,
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0x06017920,
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0x00000000,
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0x00000000,
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0x00000000,
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};
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void BgHidanFirewall_Init(BgHidanFirewall* this, GlobalContext* globalCtx){
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f32 scale;
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scale = D_80886D84;
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scale = 0.119999997318f;
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this->actor.scale.x = scale;
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this->actor.scale.z = scale;
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scale = D_80886D88;
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this->actor.scale.y = D_80886D88;
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scale = 0.00999999977648f;
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this->actor.scale.y = 0.00999999977648f;
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this->unk_150 = 0;
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ActorCollider_AllocCylinder(globalCtx, &this->collider);
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ActorCollider_InitCylinder(globalCtx, &this->collider, &this->actor, &D_80886CD0);
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ActorCollider_InitCylinder(globalCtx, &this->collider, &this->actor, &cylinderInitData);
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this->collider.dim.position.y = this->actor.posRot.pos.y;
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func_80061ED4(&this->actor.sub_98, NULL, &D_80886CFC);
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func_80061ED4(&this->actor.sub_98, NULL, &actor98InitData);
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this->actionFunc = BgHidanFirewall_Wait;
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return;
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@ -129,7 +135,7 @@ void BgHidanFirewall_Erupt(BgHidanFirewall* this, GlobalContext* globalCtx)
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Math_ApproxF(&this->actor.scale.y, 0.1f, 0.024999999f);
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return;
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}
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if (Math_ApproxF(&this->actor.scale.y, D_80886D8C, D_80886D8C) != 0)
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if (Math_ApproxF(&this->actor.scale.y, 0.00999999977648f, 0.00999999977648f) != 0)
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{
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this->actor.draw = NULL;
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this->actionFunc = BgHidanFirewall_Wait;
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@ -140,7 +146,7 @@ void BgHidanFirewall_Erupt(BgHidanFirewall* this, GlobalContext* globalCtx)
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}
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}
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void func_80886898(BgHidanFirewall* this, GlobalContext* globalCtx)
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void BgHidanFirewall_Collide(BgHidanFirewall* this, GlobalContext* globalCtx)
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{
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s16 phi_a3;
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@ -155,7 +161,7 @@ void func_80886898(BgHidanFirewall* this, GlobalContext* globalCtx)
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func_8002F71C(globalCtx, this, 5.0f, phi_a3, 1.0f);
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}
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void func_808868FC(BgHidanFirewall* this, GlobalContext* globalCtx)
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void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, GlobalContext* globalCtx)
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{
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Player* player;
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Vec3f sp30;
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@ -201,8 +207,8 @@ void func_808868FC(BgHidanFirewall* this, GlobalContext* globalCtx)
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}
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sp28 = Math_Sins(this->actor.shape.rot.y);
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temp_ret = Math_Coss(this->actor.shape.rot.y);
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this->collider.dim.position.x = ((this->actor.posRot.pos.x + (sp30.x * temp_ret)) + (sp30.z * sp28));
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this->collider.dim.position.z = ((this->actor.posRot.pos.z - (sp30.x * sp28)) + (sp30.z * temp_ret));
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this->collider.dim.position.x = this->actor.posRot.pos.x + sp30.x * temp_ret + sp30.z * sp28;
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this->collider.dim.position.z = this->actor.posRot.pos.z - sp30.x * sp28 + sp30.z * temp_ret;
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}
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void BgHidanFirewall_Update(BgHidanFirewall* this, GlobalContext* globalCtx)
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if (this->collider.base.colliderFlags & 2)
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{
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this->collider.base.colliderFlags &= ~2;
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func_80886898(this, globalCtx);
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BgHidanFirewall_Collide(this, globalCtx);
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}
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this->actionFunc(this, globalCtx);
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if (this->actionFunc == BgHidanFirewall_Erupt)
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{
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func_808868FC(this, globalCtx);
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BgHidanFirewall_ColliderFollowPlayer(this, globalCtx);
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Actor_CollisionCheck_SetAT(globalCtx, &globalCtx->sub_11E60, &this->collider);
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Actor_CollisionCheck_SetOT(globalCtx, &globalCtx->sub_11E60, &this->collider);
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func_8002F974(&this->actor, 0x2034);
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@ -239,7 +245,7 @@ void BgHidanFirewall_Draw(BgHidanFirewall* this, GlobalContext* globalCtx)
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gfxCtx = globalCtx->state.gfxCtx;
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func_800C6AC4(&gfx, globalCtx->state.gfxCtx, &D_80886D30, 0x1C0);
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func_800C6AC4(&gfx, globalCtx->state.gfxCtx, "../z_bg_hidan_firewall.c", 0x1C0);
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gfxCtx->polyXlu.p = func_80093774(gfxCtx->polyXlu.p, 0x14);
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temp = &D_80886D04;
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gSPSegment(gfxCtx->polyXlu.p++, 0x08, SEGMENTED_TO_VIRTUAL(temp[this->unk_150]));
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gDPSetPrimColor(gfxCtx->polyXlu.p++, 0, 0x01, 0xFF, 0xFF, 0x00, 0x96);
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gDPSetEnvColor(gfxCtx->polyXlu.p++, 0xFF, 0x00, 0x00, 0xFF);
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gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, &D_80886D4C, 0x1CA), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_hidan_firewall.c", 0x1CA), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfxCtx->polyXlu.p++, &D_0600DA80);
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func_800C6B54(&gfx, globalCtx->state.gfxCtx, &D_80886D68, 0x1CF);
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func_800C6B54(&gfx, globalCtx->state.gfxCtx, "../z_bg_hidan_firewall.c", 0x1CF);
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}
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@ -11,33 +11,22 @@ typedef void FirewallFunc(struct BgHidanFirewall* this, GlobalContext* globalCtx
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typedef struct BgHidanFirewall
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{
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/* 0x0000 */ Actor actor;
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/* 0x014C */ FirewallFunc* actionFunc; // idle, countdown, etc
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/* 0x014C */ FirewallFunc* actionFunc;
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/* 0x0150 */ s16 unk_150;
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/* 0x0154 */ ColliderCylinderMain collider;
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} BgHidanFirewall; // size = 0x01A0
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extern const ActorInit Bg_Hidan_Firewall_InitVars;
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void BgHidanFirewall_Init(BgHidanFirewall* this, GlobalContext* globalCtx);
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void BgHidanFirewall_Destroy(BgHidanFirewall* this, GlobalContext* globalCtx);
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s32 BgHidanFirewall_Proximity(BgHidanFirewall* this, GlobalContext* globalCtx);
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void BgHidanFirewall_Wait(BgHidanFirewall* this, GlobalContext* globalCtx);
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void BgHidanFirewall_Countdown(BgHidanFirewall* this, GlobalContext* globalCtx);
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void BgHidanFirewall_Erupt(BgHidanFirewall* this, GlobalContext* globalCtx);
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void func_80886898(BgHidanFirewall* this, GlobalContext* globalCtx);
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void func_808868FC(BgHidanFirewall* this, GlobalContext* globalCtx);
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void BgHidanFirewall_Collide(BgHidanFirewall* this, GlobalContext* globalCtx);
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void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, GlobalContext* globalCtx);
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void BgHidanFirewall_Update(BgHidanFirewall* this, GlobalContext* globalCtx);
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void BgHidanFirewall_Draw(BgHidanFirewall* this, GlobalContext* globalCtx);
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extern ColliderCylinderMain D_80886CD0;
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extern SubActor98Init D_80886CFC;
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extern u32 D_80886D04[11];
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extern f32 D_80886D84;
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extern f32 D_80886D88;
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extern float D_80886D8C;
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extern u32 D_0600DA80;
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extern char D_80886D30;
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extern char* D_80886D4C;
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extern char* D_80886D68;
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#endif
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