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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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@@ -22,6 +22,7 @@
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#include "d/d_s_play.h"
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#include "d/d_vibration.h"
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#include "f_op/f_op_kankyo_mng.h"
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#include <cstring>
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#define ANM_MG_FISH_MOUTH_CLOSE 4
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#define ANM_MG_FISH_MOUTH_OPEN 5
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@@ -119,7 +120,7 @@ static void* s_hitfish_sub(void* a, void* b) {
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if (fopAc_IsActor(a)) {
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mg_fish_class* fish = (mg_fish_class*)a;
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if (fopAcM_GetName(fish) == PROC_MG_FISH && fish->mCurAction == ACTION_MG_FISH_MF_HIT) {
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return &fish->actor.base;
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return &LEAFDRAW_BASE(&fish->actor);
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}
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}
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return NULL;
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@@ -677,7 +678,7 @@ s32 daMg_Fish_Draw(mg_fish_class* i_this) {
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&i_this->actor.tevStr, 0, 1.0f, &dDlst_shadowControl_c::mSimpleTexObj);
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}
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if (i_this->mKind2 == 3) {
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_GXColor color;
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GXColor color;
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color.r = 0x32;
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color.g = 0x2d;
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color.b = 0x14;
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@@ -2308,7 +2309,7 @@ static void mf_esa_search(mg_fish_class* i_this) {
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i_this->field_0x5ec > 10000.0f) {
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i_this->mActionPhase = 3;
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i_this->mMovementPitch = i_this->mMovementPitch + 0x2000;
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i_this->mMovementYaw += (s16)cM_rndFX(32768.0f);
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ANGLE_ADD(i_this->mMovementYaw, cM_rndFX(32768.0f));
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rod->field_0x10a5 = fVar10 * (cM_rndF(20.0f) + 15.0f);
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i_this->field_0x659 = rod->field_0x10a5;
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} else {
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@@ -3007,7 +3008,7 @@ static void action(mg_fish_class* i_this) {
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}
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} else {
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f32 unkFloat0 = -1000.0f * i_this->field_0x5d4 * i_this->field_0x660;
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i_this->jointYaws2[1] += (s16)(i_this->field_0x5d4 * 2500.0f / i_this->mJointScale);
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ANGLE_ADD(i_this->jointYaws2[1], i_this->field_0x5d4 * 2500.0f / i_this->mJointScale);
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if (i_this->mGedouKind >= GEDOU_KIND_BG) {
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i_this->jointYaws2[1] += 2000;
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}
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@@ -4060,7 +4061,7 @@ static actor_method_class l_daMg_Fish_Method = {
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};
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actor_process_profile_definition g_profile_MG_FISH = {
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(uint)fpcLy_CURRENT_e, // mLayerID
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(u32)fpcLy_CURRENT_e, // mLayerID
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7, // mListID
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fpcPi_CURRENT_e, // mListPrio
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PROC_MG_FISH, // mProcName
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