mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-08-14 12:53:52 -04:00
Fix some dark link issues (#5532)
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@@ -507,7 +507,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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this->collider2.base.ocFlags1 &= ~OC1_HIT;
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// "catch"
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osSyncPrintf(VT_FGCOL(GREEN) "キャッチ(%d)!!" VT_RST "\n", this->frameCount);
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if (play->grabPlayer(play, player)) {
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if (GameInteractor_Should(VB_LIKE_LIKE_GRAB_PLAYER, true, this) && play->grabPlayer(play, player)) {
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player->actor.parent = &this->actor;
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this->stopScroll = false;
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EnRr_SetupGrabPlayer(this, player);
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@@ -706,7 +706,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
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sStaggerCount = 0;
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}
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}
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if (player->linearVelocity == -18.0f) {
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if (GameInteractor_Should(VB_TORCH2_HANDLE_CLANKING, player->linearVelocity == -18.0f, this)) {
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if (this->actor.xzDistToPlayer > 80.0f) {
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player->linearVelocity = 1.2f;
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} else if (this->actor.xzDistToPlayer < 70.0f) {
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@@ -4764,7 +4764,9 @@ s32 func_808382DC(Player* this, PlayState* play) {
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gSaveContext.respawn[RESPAWN_MODE_DOWN].yaw = respawnInfo->yaw;
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}
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Play_TriggerVoidOut(play);
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if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) {
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Play_TriggerVoidOut(play);
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}
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}
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Player_PlayVoiceSfx(this, NA_SE_VO_LI_TAKEN_AWAY);
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@@ -5129,7 +5131,9 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol
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}
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if (exitIndex == 0) {
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Play_TriggerVoidOut(play);
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if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) {
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Play_TriggerVoidOut(play);
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}
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Scene_SetTransitionForNextEntrance(play);
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} else {
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play->nextEntranceIndex = play->setupExitList[exitIndex - 1];
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@@ -5163,7 +5167,9 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol
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SurfaceType_GetSlope(&play->colCtx, poly, bgId) == 2,
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play->setupExitList[exitIndex - 1])) {
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gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = play->nextEntranceIndex;
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Play_TriggerVoidOut(play);
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if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) {
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Play_TriggerVoidOut(play);
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}
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gSaveContext.respawnFlag = -2;
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}
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gSaveContext.retainWeatherMode = 1;
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@@ -5226,7 +5232,7 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol
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if (this->actor.bgCheckFlags & 1) {
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if (this->floorProperty == 5) {
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Play_TriggerRespawn(play);
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} else {
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} else if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) {
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Play_TriggerVoidOut(play);
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}
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play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
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@@ -9613,6 +9619,10 @@ static FallImpactInfo D_80854600[] = {
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s32 func_80843E64(PlayState* play, Player* this) {
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s32 sp34;
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if (!GameInteractor_Should(VB_RECIEVE_FALL_DAMAGE, true, this)) {
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return 0;
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}
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if ((sFloorType == 6) || (sFloorType == 9)) {
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sp34 = 0;
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} else {
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@@ -15009,7 +15019,7 @@ void Player_Action_8084F88C(Player* this, PlayState* play) {
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
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Grotto_ForceRegularVoidOut();
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}
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} else {
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} else if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) {
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Play_TriggerVoidOut(play);
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}
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