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z_en_ko OK (#869)
* .data OK * Progress * push some old stuff * Finish a chain * Progress * Progress * Run mathfixer.py * Progress * match one more * Up to date * Match func_80A97610 * func_80A96FD0 * most of the way through the mega switch * small formatting thing. still stuck on the switch * start a big switch function * a little closer * done with matching for now starting objects * func_80A97738 OK! * func_80A995CC OK! * func_80A99864 OK! * en_ko OK! * Code clean-up pass * more EnKo cleanups, object_fa and object_kw1 textures documented * complete object_km1, more EnKo documentation * More documentation * delete asm * Clean-up rebase issues * bleh * Implement Dragorn's suggestions * fix spec, implement fig's suggestions * whoops (ill leave it for the docs tho lol) * whoops again * i made an ouchie * smile * last one for real Co-authored-by: Louis <35883445+louist103@users.noreply.github.com> Co-authored-by: fig02 <fig02srl@gmail.com>
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65 changed files with 1454 additions and 4168 deletions
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@ -552,7 +552,7 @@ void EnBili_UpdateDamage(EnBili* this, GlobalContext* globalCtx) {
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if ((this->actor.colChkInfo.health != 0) && (this->collider.base.acFlags & AC_HIT)) {
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this->collider.base.acFlags &= ~AC_HIT;
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Actor_SetDropFlag(&this->actor, &this->collider.info, 1);
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if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
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if (Actor_ApplyDamage(&this->actor) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BIRI_DEAD);
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