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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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@@ -176,7 +176,7 @@ static void damage_check(e_bu_class* i_this) {
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if (i_this->atInfo.mpCollider->ChkAtType(AT_TYPE_HOOKSHOT)) {
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actor->speedF = 0.0f;
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i_this->head_rot_y = i_this->atInfo.mHitDirection.y;
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} else if (player->getCutType() == 10 && player->checkCutJumpCancelTurn()) {
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} else if (player->getCutType() == daPy_py_c::CUT_TYPE_JUMP && player->checkCutJumpCancelTurn()) {
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i_this->invulnerabilityTimer = NREG_S(7) + 3;
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actor->speedF = 0.0f;
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} else {
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