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SubS Cutscenes, Flags, Objects, and Angles (#665)
* Bring cutscene code over * Document cutscene functions * Bring over flags code * Document flags * Bring Object code over * Document object functions * Better infinite loop comment * Remove Effect_add correction * Bring func_8013D5E8 code over * Document angle helper * ActorFixer * Rename angle helper * Missed gs * Should probably test before commiting * Better angle helper name as well as typo fix * English is hard * Len to num * Fix merge * Fix merge * Format Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
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@@ -112,10 +112,10 @@ void EnHy_Blink(EnHy* enHy, s32 eyeTexMaxIndex) {
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s32 EnHy_Init(EnHy* enHy, GlobalContext* globalCtx, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex) {
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s32 isInitialized = false;
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if ((func_8013D8DC(enHy->animObjIndex, globalCtx) == true) &&
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(func_8013D8DC(enHy->headObjIndex, globalCtx) == true) &&
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(func_8013D8DC(enHy->skelUpperObjIndex, globalCtx) == true) &&
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(func_8013D8DC(enHy->skelLowerObjIndex, globalCtx) == true)) {
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if ((SubS_IsObjectLoaded(enHy->animObjIndex, globalCtx) == true) &&
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(SubS_IsObjectLoaded(enHy->headObjIndex, globalCtx) == true) &&
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(SubS_IsObjectLoaded(enHy->skelUpperObjIndex, globalCtx) == true) &&
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(SubS_IsObjectLoaded(enHy->skelLowerObjIndex, globalCtx) == true)) {
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enHy->actor.objBankIndex = enHy->skelLowerObjIndex;
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isInitialized = true;
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ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
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