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https://github.com/TwilitRealm/dusklight
synced 2026-08-01 15:59:45 -04:00
fopEn_enemy / fix e_wb
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@@ -364,7 +364,10 @@ public:
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void setPlayerPtr(int i, fopAc_ac_c* ptr) { mPlayerPtr[i] = ptr; }
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void setPlayer(int i, fopAc_ac_c* player) { mPlayer[i] = (daAlink_c*)player; }
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void setPlayerInfo(int i, fopAc_ac_c* ptr, int camIdx) { mPlayer[i] = (daAlink_c*)ptr; mPlayerCameraID[camIdx] = 0; }
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void setPlayerInfo(int i, fopAc_ac_c* ptr, int camIdx) {
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mPlayer[i] = (daAlink_c*)ptr;
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mPlayerCameraID[camIdx] = 0;
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}
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void setPlayerStatus(int param_0, int i, u32 flag) { mPlayerStatus[i] |= flag; }
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void clearPlayerStatus(int param_0, int i, u32 flag) { mPlayerStatus[i] &= ~flag; }
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bool checkPlayerStatus(int param_0, int i, u32 flag) { return flag & mPlayerStatus[i]; }
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@@ -1477,7 +1480,6 @@ inline void dComIfGs_setMemoryToCard(u8* p_saveData, int dataNum) {
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g_dComIfG_gameInfo.info.memory_to_card((char*)p_saveData, dataNum);
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}
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void dComIfGp_setSelectItem(int index);
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s32 dComIfGp_offHeapLockFlag(int flag);
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void dComIfGp_createSubExpHeap2D();
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@@ -2024,7 +2026,8 @@ inline BOOL dComIfGp_checkCameraAttentionStatus(int i, u32 flag) {
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return g_dComIfG_gameInfo.play.checkCameraAttentionStatus(i, flag);
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}
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inline void dComIfGp_setCameraInfo(int camIdx, camera_class* p_cam, int param_2, int param_3, int param_4) {
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inline void dComIfGp_setCameraInfo(int camIdx, camera_class* p_cam, int param_2, int param_3,
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int param_4) {
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g_dComIfG_gameInfo.play.setCameraInfo(camIdx, p_cam, param_2, param_3, param_4);
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}
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@@ -2288,7 +2291,8 @@ inline int dComIfGp_event_moveApproval(void* actor) {
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inline int dComIfGp_event_order(u16 eventType, u16 priority, u16 flag, u16 param_3, void* param_4,
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void* param_5, s16 eventID, u8 infoIdx) {
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return g_dComIfG_gameInfo.play.getEvent().order(eventType, priority, flag, param_3, param_4, param_5, eventID, infoIdx);
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return g_dComIfG_gameInfo.play.getEvent().order(eventType, priority, flag, param_3, param_4,
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param_5, eventID, infoIdx);
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}
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inline void dComIfGp_event_setGtItm(int i_itemNo) {
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@@ -2436,10 +2440,10 @@ inline u32 dComIfGp_particle_set(u32 param_0, u16 param_1, const cXyz* param_2,
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param_10, param_11, 1.0f);
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}
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inline u32 dComIfGp_particle_set(u32 param_0, u16 param_1, const cXyz* param_2, const csXyz* param_3,
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const cXyz* param_4, u8 param_5, dPa_levelEcallBack* param_6,
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s8 param_7, const GXColor* param_8, const GXColor* param_9,
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const cXyz* param_10) {
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inline u32 dComIfGp_particle_set(u32 param_0, u16 param_1, const cXyz* param_2,
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const csXyz* param_3, const cXyz* param_4, u8 param_5,
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dPa_levelEcallBack* param_6, s8 param_7, const GXColor* param_8,
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const GXColor* param_9, const cXyz* param_10) {
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return g_dComIfG_gameInfo.play.getParticle()->setNormal(
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param_0, param_1, param_2, NULL, param_3, param_4, param_5, param_6, param_7, param_8,
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param_9, param_10, 1.0f);
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@@ -2454,20 +2458,29 @@ inline u32 dComIfGp_particle_set(u16 param_1, const cXyz* param_2, const dKy_tev
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param_9, param_10, param_11, 1.0f);
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}
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inline u32 dComIfGp_particle_set(u16 param_1, const cXyz* param_2, const csXyz* param_3,
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const cXyz* param_4, u8 param_5, dPa_levelEcallBack* param_6,
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s8 param_7, const GXColor* param_8, const GXColor* param_9,
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const cXyz* param_10) {
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return g_dComIfG_gameInfo.play.getParticle()->setNormal(param_1, param_2, NULL, param_3,
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param_4, param_5, param_6, param_7,
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param_8, param_9, param_10, 1.0f);
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}
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inline u32 dComIfGp_particle_set(u16 param_0, const cXyz* param_1, const csXyz* param_2,
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const cXyz* param_3) {
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return dComIfGp_particle_set(param_0, param_1, NULL, param_2, param_3, 0xFF, NULL, -1, NULL,
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NULL, NULL);
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}
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inline u32 dComIfGp_particle_set(u16 param_0, const cXyz* param_1, const dKy_tevstr_c* param_2, const csXyz* param_3,
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const cXyz* param_4) {
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inline u32 dComIfGp_particle_set(u16 param_0, const cXyz* param_1, const dKy_tevstr_c* param_2,
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const csXyz* param_3, const cXyz* param_4) {
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return dComIfGp_particle_set(param_0, param_1, param_2, param_3, param_4, 0xFF, NULL, -1, NULL,
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NULL, NULL);
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}
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inline u32 dComIfGp_particle_set(u32 param_0, u16 param_1, const cXyz* param_2, const csXyz* param_3,
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const cXyz* param_4) {
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inline u32 dComIfGp_particle_set(u32 param_0, u16 param_1, const cXyz* param_2,
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const csXyz* param_3, const cXyz* param_4) {
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return dComIfGp_particle_set(param_0, param_1, param_2, param_3, param_4, 0xFF, NULL, -1, NULL,
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NULL, NULL);
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}
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@@ -2496,7 +2509,6 @@ int dComIfGd_setShadow(u32 param_0, s8 param_1, J3DModel* param_2, cXyz* param_3
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f32 param_5, f32 param_6, f32 param_7, cBgS_PolyInfo& param_8,
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dKy_tevstr_c* param_9, s16 param_10, f32 param_11, _GXTexObj* param_12);
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inline int dComIfGd_setRealShadow(u32 param_0, s8 param_1, J3DModel* param_2, cXyz* param_3,
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f32 param_4, f32 param_5, dKy_tevstr_c* param_6) {
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return g_dComIfG_gameInfo.drawlist.setRealShadow(param_0, param_1, param_2, param_3, param_4,
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@@ -2522,6 +2534,10 @@ inline void dComIfGd_set2DOpa(dDlst_base_c* dlst) {
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g_dComIfG_gameInfo.drawlist.set2DOpa(dlst);
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}
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inline void dComIfGd_set2DXlu(dDlst_base_c* dlst) {
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g_dComIfG_gameInfo.drawlist.set2DXlu(dlst);
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}
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inline void dComIfGd_set2DOpaTop(dDlst_base_c* dlst) {
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g_dComIfG_gameInfo.drawlist.set2DOpaTop(dlst);
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}
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