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Bootstrap actors (#14)
* Bootstrap actors * Address feedback. Improve header guard. Remove ovl_Player_Actor, it will need to be handled seperately.
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@@ -12,7 +12,7 @@ void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) {
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Collision_InitCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
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Collision_CylinderMoveToActor((Actor*)s0, &s0->collision);
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s0->base.unkA0.mass = 255;
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s0->update = (actor_func)EnAObj_Update1;
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s0->update = (ActorFunc)EnAObj_Update1;
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}
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void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* ctxt) {
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@@ -24,7 +24,7 @@ void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
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s16 v0;
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s32 v1;
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if (func_800B84D0((Actor*)this, ctxt) != 0) {
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this->update = (actor_func)EnAObj_Update2;
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this->update = (ActorFunc)EnAObj_Update2;
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} else {
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v0 = this->base.rotTowardsLinkY - this->base.shape.rot.y;
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v1 = (v0 < 0)? -v0 : v0;
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@@ -36,7 +36,7 @@ void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
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void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt) {
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if (func_800B867C((Actor*)this, ctxt) != 0) {
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this->update = (actor_func)EnAObj_Update1;
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this->update = (ActorFunc)EnAObj_Update1;
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}
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}
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