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https://github.com/TwilitRealm/dusklight
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npc_besu, npc_toby DBG equiv (#3051)
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@@ -9,6 +9,7 @@
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#include "Z2AudioLib/Z2Instances.h"
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#if DEBUG
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#include "JSystem/JHostIO/JORFile.h"
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#include "d/d_debug_viewer.h"
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#endif
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#include "d/actor/d_a_obj_automata.h"
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#include "d/d_msg_object.h"
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@@ -414,14 +415,7 @@ int daNpc_Toby_c::Draw() {
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modelData->getMaterialNodePointer(getEyeballMaterialNo())->setMaterialAnm(mpMatAnm[0]);
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}
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return daNpcT_c::draw(
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#if DEBUG
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chkAction(&daNpc_Toby_c::test),
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#else
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FALSE,
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#endif
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FALSE, mRealShadowSize, NULL, 100.0f, 0, 0, 0
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);
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return daNpcT_c::draw(NpcT_CHK_ACTION(daNpc_Toby_c), FALSE, mRealShadowSize, NULL, 100.0f, 0, 0, 0);
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}
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int daNpc_Toby_c::createHeapCallBack(fopAc_ac_c* i_this) {
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@@ -442,9 +436,10 @@ int daNpc_Toby_c::ctrlJointCallBack(J3DJoint* i_joint, int i_int) {
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}
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void* daNpc_Toby_c::srchToby(void* i_actor, void* i_data) {
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fopAc_ac_c* o_actor = (fopAc_ac_c*) i_data;
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if (mFindCount < 50) {
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fopAc_ac_c* actor_p = (fopAc_ac_c*)i_actor;
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if (actor_p != NULL && actor_p != i_data) {
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if (actor_p != NULL && actor_p != o_actor) {
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if (fopAcM_IsExecuting(fopAcM_GetID(actor_p)) && fopAcM_GetName(actor_p) == PROC_NPC_TOBY) {
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mFindActorPtrs[mFindCount] = actor_p;
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mFindCount++;
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@@ -888,42 +883,20 @@ void daNpc_Toby_c::setCollision() {
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}
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int daNpc_Toby_c::drawDbgInfo() {
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#if DEBUG
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if (mpHIO->m.common.debug_info_ON) {
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f32 dist_max_speak = dComIfGp_getAttention()->getDistTable(attention_info.distances[fopAc_attn_SPEAK_e]).mDistMax;
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f32 dist_max_talk = dComIfGp_getAttention()->getDistTable(attention_info.distances[fopAc_attn_TALK_e]).mDistMax;
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dDbVw_drawCircleOpa(attention_info.position, dist_max_speak, (GXColor){0x00, 0xC8, 0x00, 0xFF}, 1, 12);
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dDbVw_drawCircleOpa(attention_info.position, dist_max_talk, (GXColor){0xC8, 0x00, 0x00, 0xFF}, 1, 12);
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dDbVw_drawSphereXlu(eyePos, 18.0f, (GXColor){0x80, 0x80, 0x80, 0xA0}, 1);
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dDbVw_drawSphereXlu(attention_info.position, 9.0f, (GXColor){0x80, 0x80, 0x80, 0xA0}, 1);
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}
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#endif
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return FALSE;
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}
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#if DEBUG
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// I have 0 clue what these are about, but I saw them in npc_moir as well.
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static s16 dummy_lit_122993(int sel) {
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const s16 arr[2] = {0x00C8, 0x00FF};
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return arr[sel];
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}
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static s16 dummy_lit_122996(int sel) {
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const s16 arr[2] = {0xC800, 0x00FF};
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return arr[sel];
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}
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static s16 dummy_lit_122999(int sel) {
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const s16 arr[2] = {0x8080, 0x80A0};
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return arr[sel];
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}
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static s16 dummy_lit_123002(int sel) {
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const s16 arr[2] = {0x8080, 0x80A0};
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return arr[sel];
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}
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static s16 dummy_lit_123016(int sel) {
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const s16 arr[2] = {0x4190, 0x0000};
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return arr[sel];
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}
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static s16 dummy_lit_123017(int sel) {
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const s16 arr[2] = {0x4110, 0x0000};
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return arr[sel];
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}
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#endif
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void daNpc_Toby_c::drawOtherMdl() {
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J3DModel* model = mpMorf[0]->getModel();
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for (int i = 0; i < 1; i++) {
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@@ -2183,7 +2156,7 @@ int daNpc_Toby_c::talk(void*) {
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return 0;
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}
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int daNpc_Toby_c::test(void* param_0) {
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BOOL daNpc_Toby_c::test(void*) {
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switch(mMode) {
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case 0:
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case 1:
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