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https://github.com/TwilitRealm/dusklight
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d_a_mg_rod debug improvements (#2993)
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@@ -3,13 +3,16 @@
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#include "d/d_kankyo_tev_str.h"
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#include "f_pc/f_pc_leaf.h"
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#include "m_Do/m_Do_audio.h"
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#include "JSystem/J3DGraphAnimator/J3DModel.h"
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#include "SSystem/SComponent/c_sxyz.h"
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#include "global.h"
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struct actor_method_class {
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/* 0x00 */ leafdraw_method_class base;
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/* 0x14 */ u8 field_0x14[0xC]; // Likely padding
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};
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};
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struct actor_process_profile_definition {
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/* 0x00 */ leaf_process_profile_definition base;
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/* 0x24 */ actor_method_class* sub_method;
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@@ -37,6 +37,8 @@ class J3DModelData; // placeholder
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class JKRHeap;
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class cM3dGPla;
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s8 dComIfGp_getReverb(int roomNo);
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struct fopAcM_prmBase_class {
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/* 0x00 */ u32 parameters;
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/* 0x04 */ cXyz position;
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@@ -760,8 +762,6 @@ inline s16 fopAcM_toPlayerShapeAngleY(const fopAc_ac_c* i_actor) {
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return fopAcM_toActorShapeAngleY(i_actor, dComIfGp_getPlayer(0));
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}
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s8 dComIfGp_getReverb(int roomNo);
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inline void fopAcM_seStartCurrent(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
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mDoAud_seStart(sfxID, &actor->current.pos, param_2,
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dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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