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https://github.com/TwilitRealm/dusklight
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Merge decomp/main into dusk
Merges 44 upstream commits from zeldaret/tp decomp/main. Conflict resolutions: - .github/workflows/build.yml: keep deleted (not needed for PC port) - README.md: keep PC port README - J3DAnimation.h: keep OFFSET_PTR macro + add upstream forward decl - J3DModelLoader.h: keep BE(u32) mBlockNum + add field_0x1c - d_com_inf_game.h: keep PC port inlines + add upstream declarations - global.h: keep MULTI_CHAR macro + add FABSF macro - JUTConsole.cpp: keep uintptr_t cast for 64-bit - JUTDbPrint.cpp: keep PC enter_() helper + add cstring include - JUTResFont.cpp: take upstream loop/struct improvements with BE types - JUTCacheFont.cpp: take upstream decomp fix - float.h: use upstream !PLATFORM_GCN guard - d_a_npc_bouS/theB.cpp: keep MULTI_CHAR() for PC portability - d_a_npc_henna.cpp: keep uintptr_t + use upstream var name - d_demo.cpp: keep near_/far_ field renames for PC - d_resorce.cpp: keep uintptr_t + fix var name to res - d_s_room.cpp, m_Do_graphic.cpp: keep dusk includes + add cstring - m_Do_main.cpp: keep JHIComPortManager + use JAS_GLOBAL_INSTANCE_INIT - angle_utils.h: remove redundant types.h include
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@@ -200,10 +200,10 @@ static void hit_check(e_arrow_class* i_this) {
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i_this->speedF *= 0.3f;
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if (i_this->mCcTgSph.ChkTgHit()) {
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i_this->current.angle.y += (s16)(cM_rndFX(8000.0f) + 32768.0f);
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ANGLE_ADD(i_this->current.angle.y, cM_rndFX(8000.0f) + 32768.0f);
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i_this->mSound.startSound(Z2SE_COL_FLIP_ARROW, 0, -1);
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} else {
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i_this->current.angle.y += (s16)(cM_rndFX(4000.0f) + 32768.0f);
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ANGLE_ADD(i_this->current.angle.y, cM_rndFX(4000.0f) + 32768.0f);
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}
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dKy_Sound_set(i_this->current.pos, 3, fopAcM_GetID(i_this), 10);
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@@ -470,7 +470,7 @@ static void e_arrow_demo_bound(e_arrow_class* i_this) {
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}
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if (i_this->field_0xa0c > 0) {
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a_this->shape_angle.x += (s16)i_this->field_0xa10;
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ANGLE_ADD(a_this->shape_angle.x, i_this->field_0xa10);
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if (a_this->shape_angle.x > i_this->field_0xa0c ||
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a_this->shape_angle.x < (s16)-i_this->field_0xa0c)
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