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ovl_Bg_Spout_Fire decompiled (#853)
* ovl_Bg_Spout_Fire decompiled, asset decomp pending * object_fwall decompiled * fwall Texture leftovers name update from OOT * pr review fixes * pr review fixes * renaming * xml * xml * xml * xml Co-authored-by: SonicDcer <noreply@github.com>
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@@ -5,6 +5,7 @@
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*/
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#include "z_bg_spout_fire.h"
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#include "objects/object_fwall/object_fwall.h"
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#define FLAGS 0x00000000
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@@ -13,12 +14,14 @@
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void BgSpoutFire_Init(Actor* thisx, PlayState* play);
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void BgSpoutFire_Destroy(Actor* thisx, PlayState* play);
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void BgSpoutFire_Update(Actor* thisx, PlayState* play);
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void BgSpoutFire_Draw(Actor* thisx, PlayState* play);
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s32 func_80A60C24(BgSpoutFire* this, PlayState* play);
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void func_80A60C94(BgSpoutFire* this, PlayState* play);
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void func_80A60CDC(BgSpoutFire* this, PlayState* play);
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void func_80A60D10(BgSpoutFire* this, PlayState* play);
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void func_80A60E08(BgSpoutFire* this, PlayState* play);
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#if 0
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const ActorInit Bg_Spout_Fire_InitVars = {
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ACTOR_BG_SPOUT_FIRE,
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ACTORCAT_BG,
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@@ -31,39 +34,170 @@ const ActorInit Bg_Spout_Fire_InitVars = {
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(ActorFunc)NULL,
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};
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// static ColliderCylinderInit sCylinderInit = {
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static ColliderCylinderInit D_80A61160 = {
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{ COLTYPE_NONE, AT_ON | AT_TYPE_ENEMY, AC_NONE, OC1_ON | OC1_TYPE_PLAYER, OC2_TYPE_2, COLSHAPE_CYLINDER, },
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{ ELEMTYPE_UNK0, { 0x20000000, 0x01, 0x04 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_NONE, OCELEM_ON, },
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_NONE,
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OC1_ON | OC1_TYPE_PLAYER,
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OC2_TYPE_2,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x01, 0x04 },
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{ 0xF7CFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_NONE,
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OCELEM_ON,
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},
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{ 30, 83, 0, { 0, 0, 0 } },
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};
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// sColChkInfoInit
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static CollisionCheckInfoInit D_80A6118C = { 1, 80, 100, MASS_IMMOVABLE };
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static CollisionCheckInfoInit sColChkInfoInit = { 1, 80, 100, MASS_IMMOVABLE };
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#endif
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static TexturePtr sFlameTextures[] = {
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gFwallFireball0Tex, gFwallFireball1Tex, gFwallFireball2Tex, gFwallFireball3Tex,
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gFwallFireball4Tex, gFwallFireball5Tex, gFwallFireball6Tex, gFwallFireball7Tex,
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};
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extern ColliderCylinderInit D_80A61160;
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extern CollisionCheckInfoInit D_80A6118C;
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static s32 sTexturesDesegmented = false;
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extern UNK_TYPE D_06000040;
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void BgSpoutFire_Init(Actor* thisx, PlayState* play) {
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s32 i;
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BgSpoutFire* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/BgSpoutFire_Init.s")
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this->actor.scale.z = 1350.0f * 0.0001f;
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this->actor.scale.x = 1350.0f * 0.0001f;
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this->actor.scale.y = 0.01f;
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this->flameTexIndex = 0;
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Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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this->collider.dim.pos.y = this->actor.world.pos.y;
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CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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if (!sTexturesDesegmented) {
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for (i = 0; i < ARRAY_COUNT(sFlameTextures); i++) {
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sFlameTextures[i] = Lib_SegmentedToVirtual(sFlameTextures[i]);
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}
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sTexturesDesegmented = true;
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}
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this->actionFunc = func_80A60C94;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/BgSpoutFire_Destroy.s")
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void BgSpoutFire_Destroy(Actor* thisx, PlayState* play) {
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BgSpoutFire* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/func_80A60C24.s")
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Collider_DestroyCylinder(play, &this->collider);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/func_80A60C94.s")
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s32 func_80A60C24(BgSpoutFire* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Vec3f sp18;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/func_80A60CDC.s")
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Actor_OffsetOfPointInActorCoords(&this->actor, &sp18, &player->actor.world.pos);
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if ((fabsf(sp18.x) < 100.0f) && (fabsf(sp18.z) < 120.0f)) {
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return true;
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} else {
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return false;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/func_80A60D10.s")
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void func_80A60C94(BgSpoutFire* this, PlayState* play) {
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if (func_80A60C24(this, play)) {
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this->actor.draw = BgSpoutFire_Draw;
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this->timer = 5;
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this->actionFunc = func_80A60CDC;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/func_80A60DA0.s")
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void func_80A60CDC(BgSpoutFire* this, PlayState* play) {
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if (this->timer != 0) {
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this->timer--;
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}
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if (this->timer == 0) {
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this->actionFunc = func_80A60D10;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/func_80A60E08.s")
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void func_80A60D10(BgSpoutFire* this, PlayState* play) {
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if (func_80A60C24(this, play)) {
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Math_StepToF(&this->actor.scale.y, 0.1f, 2.5f * 0.01f);
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} else if (Math_StepToF(&this->actor.scale.y, 0.01f, 0.01f)) {
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this->actor.draw = NULL;
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this->actionFunc = func_80A60C94;
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} else {
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this->timer = 0;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/BgSpoutFire_Update.s")
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void func_80A60DA0(BgSpoutFire* this, PlayState* play) {
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s16 phi_a3;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Spout_Fire/func_80A61040.s")
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if (Actor_IsFacingPlayer(&this->actor, 0x4000)) {
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phi_a3 = this->actor.shape.rot.y;
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} else {
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phi_a3 = (this->actor.shape.rot.y + 0x8000);
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}
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func_800B8D98(play, &this->actor, 5.0f, phi_a3, 1.0f);
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}
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void func_80A60E08(BgSpoutFire* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Vec3f sp30;
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f32 cos;
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f32 sin;
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Actor_OffsetOfPointInActorCoords(&this->actor, &sp30, &player->actor.world.pos);
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sp30.x = CLAMP(sp30.x, -74.25f, 74.25f);
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if (this->timer == 0) {
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if (sp30.z > 0.0f) {
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sp30.z = -25.0f;
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this->timer = -1;
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} else {
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sp30.z = 25.0f;
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this->timer = 1;
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}
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} else {
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sp30.z = this->timer * 25.0f;
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}
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sin = Math_SinS(this->actor.shape.rot.y);
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cos = Math_CosS(this->actor.shape.rot.y);
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this->collider.dim.pos.x = this->actor.world.pos.x + (sp30.x * cos) + (sp30.z * sin);
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this->collider.dim.pos.z = this->actor.world.pos.z - (sp30.x * sin) + (sp30.z * cos);
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}
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void BgSpoutFire_Update(Actor* thisx, PlayState* play) {
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s32 pad;
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BgSpoutFire* this = THIS;
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this->flameTexIndex = (this->flameTexIndex + 1) % 8;
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if ((this->collider.base.atFlags & AT_HIT)) {
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this->collider.base.atFlags &= ~AT_HIT;
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func_80A60DA0(this, play);
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}
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this->actionFunc(this, play);
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if (this->actionFunc == func_80A60D10) {
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func_80A60E08(this, play);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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func_800B9010(&this->actor, NA_SE_EV_FIRE_PLATE - SFX_FLAG);
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}
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}
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void BgSpoutFire_Draw(Actor* thisx, PlayState* play) {
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BgSpoutFire* this = THIS;
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Gfx* gfx;
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OPEN_DISPS(play->state.gfxCtx);
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gfx = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
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POLY_XLU_DISP = gfx;
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gSPSegment(&gfx[0], 0x08, sFlameTextures[this->flameTexIndex]);
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gDPSetPrimColor(&gfx[1], 0, 1, 255, 255, 0, 150);
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gDPSetEnvColor(&gfx[2], 255, 0, 0, 255);
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Matrix_Translate(-55.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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gSPMatrix(&gfx[3], Matrix_NewMtx(play->state.gfxCtx), (G_MTX_NOPUSH | G_MTX_LOAD) | G_MTX_MODELVIEW);
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gSPDisplayList(&gfx[4], object_fwall_DL_000040);
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POLY_XLU_DISP = &gfx[5];
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@@ -8,9 +8,11 @@ struct BgSpoutFire;
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typedef void (*BgSpoutFireActionFunc)(struct BgSpoutFire*, PlayState*);
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typedef struct BgSpoutFire {
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/* 0x0000 */ Actor actor;
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/* 0x0144 */ BgSpoutFireActionFunc actionFunc;
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/* 0x0148 */ char unk_148[0x50];
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/* 0x000 */ Actor actor;
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/* 0x144 */ BgSpoutFireActionFunc actionFunc;
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/* 0x148 */ s16 timer;
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/* 0x14A */ s16 flameTexIndex;
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/* 0x14C */ ColliderCylinder collider;
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} BgSpoutFire; // size = 0x198
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extern const ActorInit Bg_Spout_Fire_InitVars;
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