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d_a_obj_item done (#2150)
* d_a_obj_item 99% done * item cleanup * remove asm * add actor attention dist type enum * change dist_entry names slightly
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@@ -164,15 +164,15 @@ static int fopAc_Create(void* i_this) {
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a_this->current = a_this->home;
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a_this->eyePos = a_this->home.pos;
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a_this->maxFallSpeed = -100.0f;
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a_this->attention_info.field_0x0[0] = 1;
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a_this->attention_info.field_0x0[1] = 2;
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a_this->attention_info.field_0x0[2] = 3;
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a_this->attention_info.field_0x0[3] = 5;
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a_this->attention_info.field_0x0[4] = 6;
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a_this->attention_info.field_0x0[7] = 14;
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a_this->attention_info.field_0x0[5] = 15;
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a_this->attention_info.field_0x0[6] = 15;
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a_this->attention_info.field_0x0[8] = 51;
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a_this->attention_info.distances[fopAc_attn_LOCK_e] = 1;
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a_this->attention_info.distances[fopAc_attn_TALK_e] = 2;
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a_this->attention_info.distances[fopAc_attn_BATTLE_e] = 3;
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a_this->attention_info.distances[fopAc_attn_SPEAK_e] = 5;
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a_this->attention_info.distances[fopAc_attn_CARRY_e] = 6;
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a_this->attention_info.distances[fopAc_attn_ETC_e] = 14;
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a_this->attention_info.distances[fopAc_attn_DOOR_e] = 15;
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a_this->attention_info.distances[fopAc_attn_JUEL_e] = 15;
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a_this->attention_info.distances[fopAc_attn_CHECK_e] = 51;
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a_this->attention_info.position = a_this->home.pos;
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a_this->attention_info.field_0xa = 30;
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dKy_tevstr_init(&a_this->tevStr, a_this->home.roomNo, -1);
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