mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-07-25 22:07:12 -04:00
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+18
-18
@@ -11,7 +11,7 @@
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#include "d/d_com_inf_game.h"
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#include "d/d_s_play.h"
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#include "d/actor/d_a_player.h"
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#include "d/d_procname.h"
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#include "f_pc/f_pc_name.h"
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#include "f_op/f_op_actor_enemy.h"
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class daE_BA_HIO_c {
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@@ -67,7 +67,7 @@ static int daE_BA_Draw(e_ba_class* i_this) {
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}
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static void* shot_b_sub(void* i_proc, void* i_this) {
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if (fopAcM_IsActor(i_proc) && fopAcM_GetName(i_proc) == PROC_BOOMERANG
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if (fopAcM_IsActor(i_proc) && fopAcM_GetName(i_proc) == fpcNm_BOOMERANG_e
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&& !dComIfGp_checkPlayerStatus0(0, 0x80000) && daPy_py_c::checkBoomerangCharge()
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&& fopAcM_GetParam(i_proc) == 1)
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{
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@@ -818,7 +818,7 @@ static void action(e_ba_class* i_this) {
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if (i_this->mKnockbackSpeed <= 1.0f || i_this->mAcch.ChkWallHit()) {
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fopAcM_delete(a_this);
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if (i_this->mHomeType == e_ba_class::HOME_APPEAR) {
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// should be fpcNm_ITEM_HEART : fpcNm_ITEM_ARROW_10 but that gives incorrect code
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// should be dItemNo_HEART_e : dItemNo_ARROW_10_e but that gives incorrect code
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int item_no = dComIfGs_getLife() <= 4 ? 0 : 0xE;
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fopAcM_createItem(&a_this->current.pos, item_no, -1, -1, NULL, NULL, 0);
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fopAcM_createDisappear(a_this, &a_this->current.pos, 6, 0, 0xff);
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@@ -1032,7 +1032,7 @@ static cPhs_Step daE_BA_Create(fopAc_ac_c* i_this) {
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}
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_this->mFightFlyDistance = (f32)_this->mDistanceParam * 100.0f;
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if (fopAcM_SearchByName(PROC_E_PZ) != NULL) {
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if (fopAcM_SearchByName(fpcNm_E_PZ_e) != NULL) {
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_this->mFightFlyDistance = 100000.0f;
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}
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@@ -1105,18 +1105,18 @@ static actor_method_class l_daE_BA_Method = {
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};
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actor_process_profile_definition g_profile_E_BA = {
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fpcLy_CURRENT_e,
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7,
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fpcPi_CURRENT_e,
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PROC_E_BA,
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&g_fpcLf_Method.base,
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sizeof(e_ba_class),
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0,
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0,
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&g_fopAc_Method.base,
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0xB4,
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&l_daE_BA_Method,
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0x10050100,
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fopAc_ENEMY_e,
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fopAc_CULLBOX_CUSTOM_e,
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/* Layer ID */ fpcLy_CURRENT_e,
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/* List ID */ 7,
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/* List Prio */ fpcPi_CURRENT_e,
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/* Proc Name */ fpcNm_E_BA_e,
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/* Proc SubMtd */ &g_fpcLf_Method.base,
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/* Size */ sizeof(e_ba_class),
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/* Size Other */ 0,
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/* Parameters */ 0,
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/* Leaf SubMtd */ &g_fopAc_Method.base,
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/* Draw Prio */ fpcDwPi_E_BA_e,
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/* Actor SubMtd */ &l_daE_BA_Method,
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/* Status */ fopAcStts_UNK_0x10000000_e | fopAcStts_UNK_0x40000_e | fopAcStts_UNK_0x10000_e | fopAcStts_CULL_e,
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/* Group */ fopAc_ENEMY_e,
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/* Cull Type */ fopAc_CULLBOX_CUSTOM_e,
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};
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