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Match EnTorch2_Update (#975)
* score = 965 * score = 305 * Clean-Up * More clean-up * Down to `sp30` <--> `sp34` swap, and extra `.data + 0x18` at the top? * clean-up * EnTorch2 OK, but does not reloc properly * final cleanup * Remove comments about non-matching * Fix reloc non-matching * Delete reloc * Better solution * PR Suggestions
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4 changed files with 36 additions and 1886 deletions
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@ -1,13 +0,0 @@
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.include "macro.inc"
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# assembler directives
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.set noat # allow manual use of $at
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.set noreorder # don't insert nops after branches
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.set gp=64 # allow use of 64-bit general purpose registers
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.section .rodata
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.balign 16
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glabel D_80B1FA80
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.incbin "baserom/ovl_En_Torch2", 0x2100, 0x000006B0
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4
spec
4
spec
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@ -2932,11 +2932,7 @@ endseg
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beginseg
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name "ovl_En_Torch2"
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include "build/src/overlays/actors/ovl_En_Torch2/z_en_torch2.o"
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#ifdef NON_MATCHING
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include "build/src/overlays/actors/ovl_En_Torch2/ovl_En_Torch2_reloc.o"
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#else
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include "build/data/overlays/actors/z_en_torch2.reloc.o"
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#endif
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endseg
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beginseg
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@ -228,32 +228,23 @@ void EnTorch2_Backflip(Player* this, Input* input, Actor* thisx) {
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sCounterState = 0;
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}
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#ifdef NON_MATCHING
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/**
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* Static variables are sometimes loaded from pointers and sometimes directly. While
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* neither this nor the original are consistent about it, unfortunately they're not
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* inconsistent in the same way. Also a small instruction mismatch in the input section
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*/
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void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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GlobalContext* globalCtx = globalCtx2;
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Player* player = GET_PLAYER(globalCtx);
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Player* player2 = GET_PLAYER(globalCtx2);
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Player* player = player2;
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Player* this = THIS;
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Input* input = &sInput;
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u16 phi_a2;
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s8 tempX;
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s8 tempY;
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Camera* camera;
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u8 staggerThreshold;
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s8 temp;
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s16 sp66;
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u32 phi_v0;
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u8 staggerThreshold;
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s8 stickY;
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s32 pad60;
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Actor* attackItem;
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s16 sp5A;
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s16 pad58;
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s32 pad54;
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u32 pad54;
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f32 sp50;
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s16 sp4E;
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s16 pad4C;
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sp5A = player->actor.shape.rot.y - this->actor.shape.rot.y;
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input->cur.button = 0;
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@ -275,9 +266,10 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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input->cur.button = BTN_A;
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sZTargetFlag = false;
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sp66 = camera->camDir.y - sStickAngle;
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input->cur.stick_x = sStickTilt * Math_SinS(sp66);
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temp = sStickTilt * Math_CosS(sp66);
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input->cur.stick_y = temp;
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sInput.cur.stick_x = sStickTilt * Math_SinS(sp66);
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stickY = sStickTilt * Math_CosS(sp66);
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if (stickY) {}
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sInput.cur.stick_y = stickY;
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}
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func_800F5ACC(0x38);
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sActionState = ENTORCH2_ATTACK;
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@ -292,9 +284,9 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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if ((this->swordQuads[0].base.acFlags & AC_BOUNCED) || (this->swordQuads[1].base.acFlags & AC_BOUNCED)) {
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this->swordQuads[0].base.acFlags &= ~AC_BOUNCED;
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this->swordQuads[1].base.acFlags &= ~AC_BOUNCED;
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this->swordQuads[0].base.atFlags |= AT_BOUNCED; // Loads these out of order
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this->swordQuads[0].base.atFlags |= AT_BOUNCED;
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this->swordQuads[1].base.atFlags |= AT_BOUNCED;
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this->cylinder.base.atFlags &= ~AC_HIT;
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this->cylinder.base.acFlags &= ~AC_HIT;
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if (sLastSwordAnim != this->swordAnimation) {
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sStaggerCount++;
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@ -307,7 +299,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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* creating a hole in his defenses. This also makes Dark Link harder at low
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* health, while the other health checks are intended to make him easier.
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*/
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if ((gSaveContext.health < 0x50) && (sCounterState != 0)) { // Loads in wrong order
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if ((gSaveContext.health < 0x50) && (sCounterState != 0)) {
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sCounterState = 0;
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sStaggerTimer = 50;
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}
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@ -320,7 +312,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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// Ignores hits when jumping on Link's sword
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if ((this->invincibilityTimer < 0) && (sActionState != ENTORCH2_DAMAGE) &&
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(this->cylinder.base.acFlags & AC_HIT)) {
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this->cylinder.base.atFlags &= ~AC_HIT;
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this->cylinder.base.acFlags &= ~AC_HIT;
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}
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// Handles Dark Link rolling to dodge item attacks
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@ -345,10 +337,10 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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} else {
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sStickAngle = this->actor.yawTowardsPlayer - 0x4000;
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}
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sStickTilt = 127.0f; // Does not store with pointer
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sJumpslashFlag = false; // Does not store with POinter
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input->cur.button |= BTN_A;
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sStickTilt = 127.0f;
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sJumpslashTimer = 15;
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sJumpslashFlag = false;
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input->cur.button |= BTN_A;
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// Handles jumping on Link's sword
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@ -364,7 +356,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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player->actor.world.pos.z,
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1.0f, 5.0f, 0.0f);
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sSwordJumpTimer--;
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if ((sSwordJumpTimer == 0) || ((player->invincibilityTimer > 0) && (this->swordState == 0))) {
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if (((u32)sSwordJumpTimer == 0) || ((player->invincibilityTimer > 0) && (this->swordState == 0))) {
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this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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input->cur.button = BTN_A;
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player->stateFlags3 &= ~4;
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@ -391,7 +383,6 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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// Handles Dark Link's reaction to sword attack other than jumpslashes
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if (func_800354B4(globalCtx, &this->actor, 120.0f, 0x7FFF, 0x7FFF, this->actor.world.rot.y)) {
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// Loads arguments in wrong order. Probably related to static variables problem.
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if ((player->swordAnimation == STAB_1H) && (this->actor.xzDistToPlayer < 90.0f)) {
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// Handles the reaction to a one-handed stab. If the conditions are satisfied,
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@ -421,17 +412,17 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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// Handles reactions to all other sword attacks
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sStickAngle = this->actor.yawTowardsPlayer; // Not loaded into pointer
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sStickAngle = thisx->yawTowardsPlayer;
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input->cur.button = BTN_B;
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if (player->swordAnimation <= FORWARD_COMBO_2H) {
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sStickTilt = 0.0f;
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} else if (player->swordAnimation <= RIGHT_COMBO_2H) {
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sStickTilt = 127.0f;
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sStickAngle += sStickAngle; // Not loaded from pointer
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sStickAngle += 0x4000;
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} else if (player->swordAnimation <= LEFT_COMBO_2H) {
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sStickTilt = 127.0f;
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sStickAngle += -0x4000; // Not loaded from pointer
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sStickAngle -= 0x4000;
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} else if (player->swordAnimation <= HAMMER_SIDE) {
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input->cur.button = BTN_R;
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} else if (player->swordAnimation <= BIG_SPIN_2H) {
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} else {
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EnTorch2_Backflip(this, input, &this->actor);
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}
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if (CHECK_BTN_ANY(input->cur.button, BTN_A | BTN_R) && (this->swordState == 0) &&
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if (!CHECK_BTN_ANY(input->cur.button, BTN_A | BTN_R) && (this->swordState == 0) &&
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(player->swordState != 0)) {
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sCounterState = 1;
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}
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// Handles movement and attacks when not reacting to Link's actions
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sStickAngle = this->actor.yawTowardsPlayer;
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sStickAngle = thisx->yawTowardsPlayer;
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sp50 = 0.0f;
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if ((90.0f >= this->actor.xzDistToPlayer) && (this->actor.xzDistToPlayer > 70.0f) &&
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(ABS(sp5A) >= 0x7800) && (this->actor.isTargeted || !(player->stateFlags1 & 0x00400000))) {
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@ -493,10 +484,11 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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} else if (sJumpslashFlag && (sAlpha == 255) && (this->actor.velocity.y > 0)) {
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input->cur.button |= BTN_B;
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} else if (!sJumpslashFlag && (this->actor.bgCheckFlags & 1)) {
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sStickAngle = this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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sStickAngle = this->actor.yawTowardsPlayer;
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if (sAlpha != 255) {
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sStickAngle += 0x8000;
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sStickTilt = 127.0f; // Not loaded from pointer
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sStickTilt = 127.0f;
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sZTargetFlag = true;
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}
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input->cur.button |= BTN_A;
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// Rotates Dark Link's stick angle from Link-relative to camera-relative.
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sp66 = camera->camDir.y - sStickAngle;
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input->cur.stick_x = Math_SinS(sp66) * sStickTilt;
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temp = Math_CosS(sp66) * sStickTilt;
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input->cur.stick_y = temp;
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sInput.cur.stick_x = sStickTilt * Math_SinS(sp66);
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stickY = sStickTilt * Math_CosS(sp66);
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if (sAlpha) {}
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sInput.cur.stick_y = stickY;
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if ((sAlpha != 255) && ((globalCtx->gameplayFrames % 8) == 0)) {
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sAlpha++;
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// Updates Dark Link's "controller". The conditional seems to cause him to
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// stop targeting and hold shield if he's been holding it long enough.
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phi_a2 = input->cur.button;
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pad54 = input->cur.button ^ input->prev.button;
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pad54 = input->prev.button ^ input->cur.button;
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input->press.button = input->cur.button & pad54;
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phi_v0 = input->cur.button;
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if (input->cur.button & BTN_R) {
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input->cur.button = phi_a2;
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phi_a2 = ((sCounterState == 0) && (this->swordState == 0)) ? BTN_R : phi_v0 ^ BTN_R;
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phi_v0 = phi_a2; // instruction mismatch
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input->cur.button = ((sCounterState == 0) && (this->swordState == 0)) ? BTN_R : input->cur.button ^ BTN_R;
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}
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input->rel.button = input->prev.button & pad54;
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input->prev.button = phi_v0 & 0x3FFF; // & ~(BTN_A | BTN_B)
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input->cur.button = phi_a2;
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input->prev.button = input->cur.button & (u16)~(BTN_A | BTN_B);
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PadUtils_UpdateRelXY(input);
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input->press.stick_x += (s8)(input->cur.stick_x - input->prev.stick_x);
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}
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if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) &&
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(this->cylinder.base.acFlags & AC_HIT) && !(this->stateFlags1 & 0x04000000) &&
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!(this->swordQuads[0].base.acFlags & AT_HIT) && !(this->swordQuads[1].base.acFlags & AT_HIT)) {
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!(this->swordQuads[0].base.atFlags & AT_HIT) && !(this->swordQuads[1].base.atFlags & AT_HIT)) {
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if (!Actor_ApplyDamage(&this->actor)) {
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func_800F5B58();
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sDeathFlag++;
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sActionState = ENTORCH2_DEATH;
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Enemy_StartFinishingBlow(globalCtx, &this->actor);
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xC0);
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Item_DropCollectibleRandom(globalCtx, &this->actor, &thisx->world.pos, 0xC0);
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this->stateFlags3 &= ~4;
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} else {
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func_800F5ACC(0x38);
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}
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} else {
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this->actor.flags &= ~1;
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this->unk_8A0 = this->actor.colChkInfo.damage;
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this->unk_8A1 = 1;
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this->unk_8A8 = 6.0f;
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this->unk_8A0 = this->actor.colChkInfo.damage;
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this->unk_8A4 = 8.0f;
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this->unk_8A2 = this->actor.yawTowardsPlayer + 0x8000;
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Actor_SetDropFlag(&this->actor, &this->cylinder.info, 1);
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@ -764,9 +752,6 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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this->actor.focus.pos.y += 20.0f;
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this->actor.shape.yOffset = sSwordJumpHeight;
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}
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#else
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Torch2/EnTorch2_Update.s")
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#endif
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s32 EnTorch2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
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Gfx** gfx) {
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