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https://github.com/TwilitRealm/dusklight
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d_a_alink_swim work / fix JASGlobalInstance (#288)
* daalink / z2linkmgr wip * first cleanup of JASGlobalInstance data * fix sInstance stuff part 2 * more d_a_alink_swim work * remove asm
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@@ -1742,7 +1742,7 @@ public:
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/* 800D72BC */ int setDamagePoint(int i_dmgAmount, int i_checkZoraMag, int i_setDmgTimer, int);
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/* 800D7478 */ void setDamagePointNormal(int);
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/* 800D74A4 */ void setLandDamagePoint(int);
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/* 800D74F4 */ void getDamageVec(dCcD_GObjInf*);
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/* 800D74F4 */ Vec* getDamageVec(dCcD_GObjInf*);
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/* 800D76C4 */ void setDashDamage();
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/* 800D7768 */ static bool checkIcePolygonDamage(cBgS_PolyInfo*);
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/* 800D77C8 */ BOOL checkMagicArmorNoDamage();
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@@ -3292,6 +3292,10 @@ public:
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return getDirectionFromAngle(field_0x2fe2 - current.angle.y);
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}
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bool checkAnmEnd(daPy_frameCtrl_c* i_frameCtrl) {
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return i_frameCtrl->checkAnmEnd();
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}
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static int getBallModelIdx() { return 0x25; }
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static int getBallBtkIdx() { return 0x49; }
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static int getBallBrkIdx() { return 0x41; }
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@@ -3620,7 +3624,7 @@ private:
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/* 0x03006 */ s16 field_0x3006;
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/* 0x03008 */ s16 field_0x3008;
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/* 0x0300A */ s16 field_0x300a;
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/* 0x0300C */ s16 mCommonCounter; // might need more accurate name
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/* 0x0300C */ s16 field_0x300c; // might need more accurate name
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/* 0x0300E */ s16 field_0x300e;
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/* 0x03010 */ s16 field_0x3010;
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/* 0x03012 */ s16 field_0x3012;
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@@ -195,9 +195,7 @@ public:
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/* 0x0590 */ u32 mEndResetFlg2;
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/* 0x0594 */ f32 field_0x594;
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/* 0x0598 */ f32 field_0x598;
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/* 0x059C */ s16 mBodyAngleX;
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/* 0x059E */ s16 mBodyAngleY;
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/* 0x05A0 */ u8 field_0x5a0[0x4];
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/* 0x059C */ csXyz mBodyAngle;
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/* 0x05A4 */ cXyz mHeadTopPos;
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/* 0x05B0 */ cXyz mItemPos;
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/* 0x05BC */ cXyz mSwordTopPos;
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@@ -238,6 +236,7 @@ public:
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enum daPy_FLG1 {
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FLG1_UNK_40000000 = 0x40000000,
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FLG1_UNK_20000000 = 0x20000000,
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FLG1_UNK_10000000 = 0x10000000,
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FLG1_UNK_4000000 = 0x4000000,
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FLG1_IS_WOLF = 0x2000000,
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@@ -711,8 +710,8 @@ public:
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}
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}
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s16 getBodyAngleX() const { return mBodyAngleX; }
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s16 getBodyAngleY() const { return mBodyAngleY; }
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s16 getBodyAngleX() const { return mBodyAngle.x; }
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s16 getBodyAngleY() const { return mBodyAngle.y; }
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// some functions use these function as an inline
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// is there a better way to handle this?
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+1
-1
@@ -62,7 +62,7 @@ struct stage_stag_info_class {
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/* 0x24 */ f32 field_0x24;
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/* 0x28 */ u8 mMsgGroup;
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/* 0x2A */ u16 mStageTitleNo;
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/* 0x2C */ u8 mParticleNo;
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/* 0x2C */ u8 mParticleNo[16];
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};
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struct stage_scls_info_class {
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