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d_a_alink cleanup / debug work (#3045)
* start d_a_alink debug cleanup * d_a_alink_damage debug * d_a_alink_guard debug * d_a_alink_bow debug * d_a_alink_boom debug * d_a_alink_copyrod debug * d_a_alink_hvyboots debug * d_a_alink_grab debug * d_a_alink_sumou debug * d_a_alink_horse debug * d_a_alink_canoe debug * d_a_alink_crawl / d_a_alink_hang debug * d_a_alink_swim debug * d_a_alink_hook / d_a_alink_iceleaf debug * d_a_alink_bottle debug * d_a_alink_whistle / d_a_alink_kandelaar / d_a_alink_ironball debug * d_a_alink_demo debug * d_a_alink_effect debug * d_a_alink_wolf debug * d_a_alink debug / cleanup * cleanup button status enums
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@@ -1115,8 +1115,8 @@ void daB_MGN_c::damage_check() {
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dComIfGs_onOneZoneSwitch(6, fopAcM_GetRoomNo(this));
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}
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if (mAtInfo.mpCollider->ChkAtType(AT_TYPE_WOLF_ATTACK) && player->getCutType() != 44 &&
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player->getCutType() != 45 && player->onWolfEnemyHangBite(this))
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if (mAtInfo.mpCollider->ChkAtType(AT_TYPE_WOLF_ATTACK) && player->getCutType() != daPy_py_c::CUT_TYPE_WOLF_B_LEFT &&
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player->getCutType() != daPy_py_c::CUT_TYPE_WOLF_B_RIGHT && player->onWolfEnemyHangBite(this))
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{
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setActionMode(ACTION_DOWN_BITE_DAMAGE_e, 0);
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return;
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