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Fix misc 13 (#1244)
* Squared variables fixup * `sAnimSoundFrames` fixup * `ocElemFlags` fixup * `toucherFlags` fixup * `bumperFlags` fixup * `atFlags` fixup * `acFlags` fixup * `ocFlags1` fixup * `ocFlags2` fixup * `&=` * `TOUCH_SFX_NONE` -> `_MASK` in `CollisionCheck_HitSolid`
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d6a7d43735
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35 changed files with 126 additions and 124 deletions
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@ -300,8 +300,8 @@ void EnBa_SwingAtPlayer(EnBa* this, PlayState* play) {
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}
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this->unk_2A8[13].x = this->unk_2A8[12].x;
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this->unk_2A8[13].y = this->unk_2A8[12].y;
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if (this->collider.base.atFlags & 2) {
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this->collider.base.atFlags &= ~2;
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if (this->collider.base.atFlags & AT_HIT) {
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this->collider.base.atFlags &= ~AT_HIT;
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if (this->collider.base.at == &player->actor) {
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func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
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}
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@ -447,8 +447,8 @@ void EnBa_Die(EnBa* this, PlayState* play) {
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void EnBa_Update(Actor* thisx, PlayState* play) {
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EnBa* this = (EnBa*)thisx;
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if ((this->actor.params < EN_BA_DEAD_BLOB) && (this->collider.base.acFlags & 2)) {
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this->collider.base.acFlags &= ~2;
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if ((this->actor.params < EN_BA_DEAD_BLOB) && (this->collider.base.acFlags & AC_HIT)) {
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this->collider.base.acFlags &= ~AC_HIT;
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this->actor.colChkInfo.health--;
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if (this->actor.colChkInfo.health == 0) {
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func_809B75A0(this, play);
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