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https://github.com/ACreTeam/ac-decomp
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Implement & link ac_house_goki
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+16
-1
@@ -8,6 +8,22 @@
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extern "C" {
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#endif
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typedef struct house_goki_actor_s HOUSE_GOKI_ACTOR;
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typedef void (*aHG_ACT_PROC)(ACTOR* actorx, GAME* game);
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struct house_goki_actor_s {
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/* 0x000 */ACTOR actor_class;
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/* 0x174 */aHG_ACT_PROC act_proc;
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/* 0x178 */int _178;
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/* 0x17C */int action;
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/* 0x180 */f32 timer;
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/* 0x184 */f32 timer2;
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/* 0x188 */int jump_flag;
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/* 0x18C */f32 shadow_alpha;
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/* 0x190 */f32 alpha;
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/* 0x194 */f32 anm_no;
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};
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extern ACTOR_PROFILE House_Goki_Profile;
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#ifdef __cplusplus
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@@ -15,4 +31,3 @@ extern ACTOR_PROFILE House_Goki_Profile;
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#endif
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#endif
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@@ -93,6 +93,7 @@ typedef enum audio_sound_effects {
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NA_SE_CLEAN_UP_FTR = 0x58,
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NA_SE_TOOL_FURI = 0x5A, // swing?
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NA_SE_GOKI_DEAD = 0x5B,
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NA_SE_AMI_HIT = 0x5C,
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NA_SE_TOOL_GET,
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NA_SE_5E = 0x5E,
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@@ -152,6 +153,8 @@ typedef enum audio_sound_effects {
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NA_SE_12D = 0x12D,
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NA_SE_GOKI_JUMP_AWAY = 0x132,
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NA_SE_TREE_TOUCH = 0x134,
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NA_SE_TREE_YURASU,
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+4
-1
@@ -409,7 +409,7 @@ typedef enum bank_id {
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ACTOR_OBJ_BANK_366,
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ACTOR_OBJ_BANK_367,
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ACTOR_OBJ_BANK_368,
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ACTOR_OBJ_BANK_369,
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ACTOR_OBJ_BANK_HOUSE_GOKI,
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ACTOR_OBJ_BANK_NPC_SAO,
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ACTOR_OBJ_BANK_TUMBLER,
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ACTOR_OBJ_BANK_372,
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@@ -1045,6 +1045,9 @@ enum {
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mAc_HILITE_NUM
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};
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#define mAc_CHK_HIT_WALL(actor, wall) ((actor)->bg_collision_check.result.hit_wall & (wall))
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#define mAc_CHK_HIT_ATR_WALL(actor, wall) ((actor)->bg_collision_check.result.hit_attribute_wall & (wall))
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/* sizeof(ACTOR_PROFILE) == 0x24 */
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struct actor_profile_s {
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/* 0x00 */ s16 id; /* unique actor type ID */
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@@ -362,6 +362,7 @@ extern void mCoBG_VirtualBGCheck(xyz_t* rev_pos_p, mCoBG_Check_c* bg_check, cons
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f32 ground_dist, s16 attr_wall, s16 rev_type, s16 check_type);
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extern f32 mCoBG_Wpos2GroundCheckOnly(const xyz_t* pos_p, f32 ground_dist);
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extern int mCoBG_Wpos2CheckNpc(xyz_t wpos);
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extern void mCoBG_WallCheckOnly(xyz_t* rev_pos_p, ACTOR* actor, f32 range, f32 ground_dist, s16 rev_type, s16 check_type);
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typedef int (*mCoBG_LINECHECK_PROC)(mActor_name_t);
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