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Bongo Bongo (ovl_Boss_Sst) (#458)
* First pass * Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * more matching fun * fun with bongo * clean this up later * found the matching versions * diff.py has escaped? * now with more docs * Now with floor and more docs * one more thing * incremental progress * It's Bongo time * one little thing * merge ZAP * update * camera * gfx now in their own file * now with more object decomp * name animations * now shiftable * missed some. also DECR * opd merge * start xml * now with xml asset extraction * format * cleanup * removed union Co-authored-by: Kelebek1 <eeeedddccc@hotmail.co.uk> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
This commit is contained in:
parent
b72ba754a2
commit
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161 changed files with 3802 additions and 12897 deletions
File diff suppressed because it is too large
Load diff
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@ -6,11 +6,59 @@
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struct BossSst;
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typedef void (*BossSstActionFunc)(struct BossSst*, GlobalContext*);
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typedef struct {
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/* 0x0000 */ Vec3f pos;
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/* 0x0010 */ Vec3f vel;
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/* 0x0018 */ Vec3s rot;
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/* 0x001E */ u16 scale;
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/* 0x0020 */ s16 move;
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/* 0x0022 */ s16 status;
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/* 0x0024 */ u8 alpha;
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} BossSstEffect; // size = 0x28
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typedef struct {
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/* 0x0000 */ PosRot world;
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/* 0x0014 */ f32 zPosMod;
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/* 0x0018 */ s16 yRotMod;
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} BossSstHandTrail; // size = 0x1C
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typedef struct BossSst {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ char unk_14C[0x94C];
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/* 0x014C */ SkelAnime skelAnime;
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/* 0x0190 */ BossSstActionFunc actionFunc;
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/* 0x0194 */ s8 actionVar; // head: flag for visible without lens; hand: 1 for right, -1 for left
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/* 0x0195 */ s8 ready;
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/* 0x0196 */ u8 effectMode;
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/* 0x0198 */ s16 timer;
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/* 0x019A */ s16 handAngSpeed;
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/* 0x019C */ s16 handMaxSpeed;
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/* 0x019E */ s16 handZPosMod;
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/* 0x01A0 */ s16 handYRotMod;
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/* 0x01A2 */ s16 amplitude;
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/* 0x01A4 */ s16 targetYaw;
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/* 0x01A6 */ s16 targetRoll;
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/* 0x01A8 */ Vec3s jointTable[45];
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/* 0x02B6 */ Vec3s morphTable[45];
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/* 0x03C4 */ f32 radius;
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/* 0x03C8 */ Vec3f center;
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/* 0x03D4 */ ColliderJntSph colliderJntSph;
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/* 0x03F4 */ ColliderJntSphElement colliderItems[11];
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/* 0x06B4 */ ColliderCylinder colliderCyl;
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/* 0x0700 */ BossSstEffect effects[18];
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/* 0x09D0 */ s16 trailIndex;
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/* 0x09D2 */ s16 trailCount;
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/* 0x09D4 */ BossSstHandTrail handTrails[7];
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} BossSst; // size = 0x0A98
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typedef enum {
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/* -1 */ BONGO_HEAD = -1,
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/* 0 */ BONGO_LEFT_HAND,
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/* 1 */ BONGO_RIGHT_HAND
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} BossSstType;
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extern const ActorInit Boss_Sst_InitVars;
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#endif
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352
src/overlays/actors/ovl_Boss_Sst/z_boss_sst_colchk.c
Normal file
352
src/overlays/actors/ovl_Boss_Sst/z_boss_sst_colchk.c
Normal file
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@ -0,0 +1,352 @@
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#include "z_boss_sst.h"
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static ColliderJntSphElementInit sJntSphItemsInitHand[11] = {
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 2, { { 2000, -1500, 250 }, 65 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 10, { { 0, 0, 0 }, 22 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 11, { { 500, 0, 0 }, 22 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 15, { { -250, -250, 0 }, 25 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 16, { { 500, -250, 0 }, 25 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 20, { { 250, -250, 0 }, 25 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 21, { { 500, -250, 0 }, 25 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 25, { { 0, 0, 0 }, 27 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 26, { { 750, 0, 0 }, 26 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 5, { { 750, -150, 0 }, 21 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 6, { { 750, 0, 0 }, 20 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInitHand = {
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{
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COLTYPE_HIT0,
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AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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11,
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sJntSphItemsInitHand,
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};
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static ColliderJntSphElementInit sJntSphItemsInitHead[11] = {
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 7, { { 1500, 0, 0 }, 70 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 6, { { 0, 0, 0 }, 75 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 4, { { 5000, 0, 0 }, 120 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 3, { { -2500, 0, 0 }, 150 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 43, { { 1500, 0, 0 }, 80 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 43, { { 7500, 0, 0 }, 70 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 44, { { 3000, 0, 0 }, 60 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 40, { { 1500, 0, 0 }, 80 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 40, { { 7500, 0, 0 }, 70 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 41, { { 3000, 0, 0 }, 60 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK1,
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{ 0x20000000, 0x00, 0x30 },
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{ 0x00000080, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_ON,
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},
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{ 8, { { 1500, 0, 0 }, 70 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInitHead = {
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{
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COLTYPE_HARD,
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AT_TYPE_ENEMY,
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AC_ON | AC_HARD | AC_TYPE_PLAYER,
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OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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11,
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sJntSphItemsInitHead,
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};
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static ColliderCylinderInit sCylinderInitHead = {
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{
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COLTYPE_HIT0,
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AT_NONE,
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AC_NONE | AC_TYPE_PLAYER,
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OC1_NONE,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ 85, 100, -50, { 0, 0, 0 } },
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};
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static ColliderCylinderInit sCylinderInitHand = {
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{
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COLTYPE_NONE,
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AT_TYPE_ENEMY,
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AC_NONE,
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OC1_NONE,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x04, 0x10 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 85, 1, 0, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit sColChkInfoInit = { 36, 100, 100, 200 };
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0 , 0x0),
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/* Deku stick */ DMG_ENTRY(2 , 0x0),
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/* Slingshot */ DMG_ENTRY(1 , 0x0),
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/* Explosive */ DMG_ENTRY(2 , 0x0),
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/* Boomerang */ DMG_ENTRY(0 , 0x0),
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/* Normal arrow */ DMG_ENTRY(2 , 0x0),
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/* Hammer swing */ DMG_ENTRY(2 , 0x0),
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/* Hookshot */ DMG_ENTRY(2 , 0x0),
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/* Kokiri sword */ DMG_ENTRY(1 , 0x0),
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/* Master sword */ DMG_ENTRY(2 , 0x0),
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/* Giant's Knife */ DMG_ENTRY(4 , 0x0),
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/* Fire arrow */ DMG_ENTRY(2 , 0x0),
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/* Ice arrow */ DMG_ENTRY(4 , 0x3),
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/* Light arrow */ DMG_ENTRY(2 , 0x0),
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/* Unk arrow 1 */ DMG_ENTRY(4 , 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(2 , 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(2 , 0x0),
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/* Fire magic */ DMG_ENTRY(0 , 0x0),
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/* Ice magic */ DMG_ENTRY(4 , 0x3),
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/* Light magic */ DMG_ENTRY(4 , 0x4),
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/* Shield */ DMG_ENTRY(0 , 0x0),
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/* Mirror Ray */ DMG_ENTRY(0 , 0x0),
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/* Kokiri spin */ DMG_ENTRY(1 , 0x0),
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/* Giant spin */ DMG_ENTRY(4 , 0x0),
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/* Master spin */ DMG_ENTRY(2 , 0x0),
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/* Kokiri jump */ DMG_ENTRY(2 , 0x0),
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/* Giant jump */ DMG_ENTRY(8 , 0x0),
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/* Master jump */ DMG_ENTRY(4 , 0x0),
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/* Unknown 1 */ DMG_ENTRY(0 , 0x0),
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/* Unblockable */ DMG_ENTRY(0 , 0x0),
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/* Hammer jump */ DMG_ENTRY(4 , 0x0),
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/* Unknown 2 */ DMG_ENTRY(0 , 0x0),
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};
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