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https://github.com/TwilitRealm/dusklight
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Merge branch 'main' into 26-02-27-allocator-isolation
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@@ -15,7 +15,8 @@
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#include "d/d_com_inf_game.h"
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#include "d/d_meter2_info.h"
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#include "d/d_timer.h"
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#include <dolphin/types.h>
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#include <types.h>
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#include <cstring>
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#include "f_op/f_op_actor_mng.h"
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#include "f_op/f_op_camera_mng.h"
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#include "m_Do/m_Do_ext.h"
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@@ -1237,16 +1238,16 @@ void daCow_c::action_run() {
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switch (mAction) {
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case daCow_c::Action_NadeNade:
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SUB_ANGLE_2(targetAngle, 0x1000);
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ANGLE_SUB_2(targetAngle, 0x1000);
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break;
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case daCow_c::Action_Cry:
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ADD_ANGLE_2(targetAngle, 0x1000);
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ANGLE_ADD_2(targetAngle, 0x1000);
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break;
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case daCow_c::Action_3:
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SUB_ANGLE_2(targetAngle, 0x4000);
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ANGLE_SUB_2(targetAngle, 0x4000);
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break;
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case daCow_c::Action_4:
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ADD_ANGLE_2(targetAngle, 0x4000);
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ANGLE_ADD_2(targetAngle, 0x4000);
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break;
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case daCow_c::Action_Wait:
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s16 cowshedAngle = getCowshedAngle();
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@@ -2174,11 +2175,11 @@ void daCow_c::executeCrazyThrow() {
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if (mAction != daCow_c::Action_Wait) {
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setBck(daCow_c::Animation_DownR, J3DFrameCtrl::EMode_LOOP, 0.0f, 1.0f);
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mSavedAngle.y -= (s16)0x7000;
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ANGLE_SUB(mSavedAngle.y, 0x7000);
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mThrowIntensity = -1000;
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} else {
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setBck(daCow_c::Animation_DownL, J3DFrameCtrl::EMode_LOOP, 0.0f, 1.0f);
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mSavedAngle.y += (s16)0x7000;
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ANGLE_ADD(mSavedAngle.y, 0x7000);
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mThrowIntensity = 1000;
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}
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}
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