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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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@@ -1813,7 +1813,7 @@ void daB_DR_c::executeWeekHit() {
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dComIfGp_particle_set(0x8999, &sp50, NULL, NULL);
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dComIfGp_particle_set(0x899A, &sp50, NULL, NULL);
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if (health <= 0 || player->getCutType() == 0x20) {
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if (health <= 0 || player->getCutType() == daPy_py_c::CUT_TYPE_FINISH_STAB) {
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health = 0;
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mSound.startCollisionSE(Z2SE_HIT_SWORD, 0x20);
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