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https://github.com/TwilitRealm/dusklight
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big d_a_alink pass (#214)
* d_a_alink pass1 wip * more d_a_alink work * remove asm * more daalink work * 20% dol code decompiled * fixed some nonmatchings for building * a few daalink functions and labeling some HIO data
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@@ -1081,10 +1081,10 @@ bool dAttention_c::chaseAttention() {
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if (!chkFlag(0x4000)) {
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cSGlobe g1(actor->mAttentionInfo.mPosition - mOwnerAttnPos);
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cSAngle a1(g1.U() - mpPlayer->mCollisionRot.y);
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cSAngle a1(g1.U() - mpPlayer->shape_angle.y);
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cSGlobe g2(mOwnerAttnPos - actor->mAttentionInfo.mPosition);
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cSAngle a2(g2.U() - actor->mCollisionRot.y);
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cSAngle a2(g2.U() - actor->shape_angle.y);
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u32 type;
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f32 weight = calcWeight(0x4C, actor, g1.R(), a1.Val(), a2.Val(), &type);
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@@ -1850,7 +1850,7 @@ f32 dAttention_c::LockonReleaseDistanse() {
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int idx = mLockOnList[mLockOnOffset].mType + actor->mAttentionInfo.field_0x0[0];
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cSGlobe tmp_g(actor->mAttentionInfo.mPosition - mOwnerAttnPos);
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cSAngle tmp_a(tmp_g.U() - mpPlayer->mCollisionRot.y);
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cSAngle tmp_a(tmp_g.U() - mpPlayer->shape_angle.y);
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return distace_angle_adjust(dist_table[idx].field_0x8, tmp_a, 1.0f) + dist_table[idx].field_0x4;
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}
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