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Work on func_80A74398
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commit
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1 changed files with 12 additions and 8 deletions
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@ -29,7 +29,7 @@ void func_80A77ED0(EnIk* this, GlobalContext* globalCtx);
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void func_80A77EDC(EnIk* this, GlobalContext* globalCtx);
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void func_80A77844(EnIk* this, GlobalContext* globalCtx);
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void func_80A74398(EnIk* this, GlobalContext* globalCtx);
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void func_80A74398(Actor* thisx, GlobalContext* globalCtx);
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void func_80A74714(EnIk* this);
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void func_80A7489C(EnIk* this);
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void func_80A7492C(EnIk* this, GlobalContext* globalCtx);
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@ -144,7 +144,9 @@ void EnIk_SetupAction(EnIk* this, EnIkActionFunc actionFunc) {
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}
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#ifdef NON_MATCHING
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void func_80A74398(EnIk* this, GlobalContext* globalCtx) {
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void func_80A74398(Actor* thisx, GlobalContext* globalCtx) {
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EnIk* this = THIS;
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s32 pad;
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EffectBlureInit1 blureInit;
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this->actor.update = func_80A75FA0;
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@ -159,14 +161,14 @@ void func_80A74398(EnIk* this, GlobalContext* globalCtx) {
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Collider_SetQuad(globalCtx, &this->unk_36C, &this->actor, &D_80A783F4);
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this->actor.colChkInfo.damageTable = &D_80A78444;
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this->actor.params &= 0xFF;
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this->actor.colChkInfo.mass = 0xFE;
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this->unk_2FC = 0;
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this->actor.colChkInfo.health = 30;
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this->unk_2FC = 0;
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this->actor.params &= 0xFF;
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this->switchFlags = (this->actor.params >> 8) & 0xFF;
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this->actor.gravity = -1.0f;
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if (this->actor.params == 0) {
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if (thisx->params == 0) {
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this->actor.colChkInfo.health += 20;
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this->actor.naviEnemyId = 52;
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} else {
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@ -191,8 +193,10 @@ void func_80A74398(EnIk* this, GlobalContext* globalCtx) {
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Effect_Add(globalCtx, &this->blureIdx, EFFECT_BLURE1, 0, 0, &blureInit);
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func_80A74714(this);
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if (this->switchFlags != 0xFF && Flags_GetSwitch(globalCtx, this->switchFlags)) {
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Actor_Kill(&this->actor);
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if (this->switchFlags != 0xFF) {
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if (Flags_GetSwitch(globalCtx, this->switchFlags)) {
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Actor_Kill(&this->actor);
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}
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} else if (this->actor.params != 0 && Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) {
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Actor_Kill(&this->actor);
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}
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@ -397,7 +401,7 @@ void EnIk_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0601E178, &D_0600C114, this->limbDrawTable,
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this->transitionDrawTable, 30);
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func_80A74398(this, globalCtx);
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func_80A74398(&this->actor, globalCtx);
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func_80A780D0(this, globalCtx);
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}
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}
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