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Boss01 (Odolwa) OK and documented (#1452)
* Boss01 (Odolwa) OK and documented * Unify existing InitRand implementations * Remove newlines after `// fallthrough` * Respond to the rest of engineer's review * Respond to most of anon's review * Try to comment the shadow thing correctly * Fix boss_01 after merge * SEGMENTED_TO_VIRTUAL -> SEGMENTED_TO_K0 * Review * Use DMG_SWORD_BEAM and update the comment in z64collision_check.h * Respond to engineer's review
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@@ -142,10 +142,10 @@
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<!-- Odolwa Animations -->
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<Animation Name="gOdolwaClimbAnim" Offset="0xF918" /> <!-- Unused and glitchy. Original name might be "jmp_crym" -->
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<Animation Name="gOdolwaDamageStartAnim" Offset="0xFDEC" /> <!-- Original name is "jmp_dam02" -->
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<Animation Name="gOdolwaDamagedStartAnim" Offset="0xFDEC" /> <!-- Original name is "jmp_dam02" -->
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<Animation Name="gOdolwaShieldGuardAnim" Offset="0xFF94" /> <!-- Original name is "jmp_def" -->
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<Animation Name="gOdolwaSwordGuardAnim" Offset="0x10150" /> <!-- Original name is "jmp_def02" -->
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<Animation Name="gOdolwaDamageLoopAnim" Offset="0x10980" /> <!-- Original name is "jmp_dm01" -->
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<Animation Name="gOdolwaDamagedLoopAnim" Offset="0x10980" /> <!-- Original name is "jmp_dm01" -->
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<Animation Name="gOdolwaDeathAnim" Offset="0x124CC" /> <!-- Original name is "jmp_down" -->
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<Animation Name="gOdolwaMothSummonDanceAnim" Offset="0x12B70" /> <!-- Named "dance_bug" in MM3D, but it was probably renamed by Grezzo, since it doesn't fit with other names. -->
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<Animation Name="gOdolwaCrouchAnim" Offset="0x12D10" /> <!-- Original name is "jmp_jmp01" -->
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