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Decompile Bg_Ikana_Ray
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@@ -0,0 +1,86 @@
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#include <ultra64.h>
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#include <global.h>
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ActorInitData bgIkanaRayInitData = {
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0x0256,
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6,
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0,
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0,
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0x0203,
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0, 0,
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sizeof(ActorBgIkanaRay),
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(actor_func)BgIkanaRay_Init,
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(actor_func)BgIkanaRay_Fini,
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(actor_func)BgIkanaRay_Main,
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(actor_func)BgIkanaRay_Draw
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};
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// TODO better formatting
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ColCylinderInit bgIkanaRayCylinderInit = {
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{ 10, 33, 0, 0, 0, 1 },
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{ 0, { 0x00200000, 0, 0 }, { 0, 0, 0 }, 25, 0, 1 },
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{ 90, 420, 65116}
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};
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// TODO macro
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ActorInitVar bgIkanaRayCompInit[] = {
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{1, 6, 0x0FC, 4000},
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{1, 6, 0x100, 1000},
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{1, 6, 0x104, 1000},
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{0, 9, 0x058, 100}
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};
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void BgIkanaRay_Init(ActorBgIkanaRay* this, GlobalContext* ctxt) {
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ColCylinder* collision = &this->collision;
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u32 pad;
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Lib_ApplyActorInitVars((Actor*)this, bgIkanaRayCompInit);
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Collision_InitCylinderDefault(ctxt, collision);
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Collision_InitCylinderWithData(ctxt, collision, (Actor*)this, &bgIkanaRayCylinderInit);
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Collision_CylinderMoveToActor((Actor*)this, &this->collision);
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this->animatedTextures = (AnimatedTexture*)Lib_PtrSegToVirt((u32)object_ikana_obj_001228);
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if (Actor_GetSwitchFlag(ctxt, this->base.variable & 0x7F) != 0) {
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BgIkanaRay_SetActivated(this);
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} else {
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BgIkanaRay_SetDeactivated(this);
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}
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}
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void BgIkanaRay_Fini(ActorBgIkanaRay* this, GlobalContext* ctxt) {
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ColCylinder* collision = &this->collision;
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Collision_FiniCylinder(ctxt, collision);
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}
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void BgIkanaRay_SetDeactivated(ActorBgIkanaRay* this) {
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this->base.draw = NULL;
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this->base.flags |= 0x10;
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this->update = (actor_func)BgIkanaRay_UpdateCheckForActivation;
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}
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void BgIkanaRay_UpdateCheckForActivation(ActorBgIkanaRay* this, GlobalContext* ctxt) {
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if (Actor_GetSwitchFlag(ctxt, this->base.variable & 0x7F) != 0) {
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BgIkanaRay_SetActivated(this);
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}
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}
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void BgIkanaRay_SetActivated(ActorBgIkanaRay* this) {
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this->base.draw = (actor_func)BgIkanaRay_Draw;
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this->base.flags &= 0xFFFFFFEF;
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this->update = (actor_func)BgIkanaRay_UpdateActivated;
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}
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void BgIkanaRay_UpdateActivated(ActorBgIkanaRay* this, GlobalContext* ctxt) {
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Collision_AddAT(ctxt, &ctxt->collisionContext, &this->collision.base);
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}
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void BgIkanaRay_Main(ActorBgIkanaRay* this, GlobalContext* ctxt) {
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this->update((Actor*)this, ctxt);
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}
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void BgIkanaRay_Draw(ActorBgIkanaRay* this, GlobalContext* ctxt) {
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SceneProc_DrawAllSceneAnimatedTextures(ctxt, this->animatedTextures);
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func_800BE03C(ctxt, object_ikana_obj_001100);
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}
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@@ -1,138 +0,0 @@
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#include <ultra64.h>
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#include <global.h>
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typedef struct z_ActorBgIkanaRay_s {
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/* 0x000 */ Actor baseActor;
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/* 0x144 */ UNK_TYPE unk144;
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/* 0x148 */ u8 pad5[0x48];
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/* 0x190 */ UNK_TYPE unk190;
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/* 0x194 */ void(*unk404)(struct z_ActorBgIkanaRay_s*, GlobalContext*);
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} z_ActorBgIkanaRay;
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void z_bg_ikana_ray_init(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
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void z_bg_ikana_ray_fini(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
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void z_bg_ikana_ray_main(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
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void z_bg_ikana_ray_draw(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
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void func_80BD5498(z_ActorBgIkanaRay* this);
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void func_80BD54BC(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
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void func_80BD5500(z_ActorBgIkanaRay* this);
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void func_80BD5530(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
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ActorInitData bgIkanaRayInitVar = {
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0x0256,
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6,
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0,
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0,
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0x0203,
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sizeof(z_ActorBgIkanaRay),
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(actor_func)z_bg_ikana_ray_init,
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(actor_func)z_bg_ikana_ray_fini,
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(actor_func)z_bg_ikana_ray_main,
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(actor_func)z_bg_ikana_ray_draw
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};
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GLOBAL_ASM(
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.data
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glabel D_80BD55F0
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/* 000140 0x80BD55F0 */ .word 0x0A210000
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/* 000141 0x80BD55F4 */ .word 0x00010000
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/* 000142 0x80BD55F8 */ .word 0x00000000
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/* 000143 0x80BD55FC */ .word 0x00200000
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/* 000144 0x80BD5600 */ .word 0x00000000
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/* 000145 0x80BD5604 */ .word 0x00000000
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/* 000146 0x80BD5608 */ .word 0x00000000
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/* 000147 0x80BD560C */ .word 0x19000100
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/* 000148 0x80BD5610 */ .word 0x005A01A4
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/* 000149 0x80BD5614 */ .word 0xFE5C0000
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/* 000150 0x80BD5618 */ .word 0x00000000
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)
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// TODO macro
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ActorInitVar bgIkanaRayCompInit[] = {
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{1, 6, 0x0FC, 4000},
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{1, 6, 0x100, 1000},
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{1, 6, 0x104, 1000},
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{0, 9, 0x058, 100}
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};
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// Overlay info
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GLOBAL_ASM(
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.data
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glabel D_80BD562C
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/* 000155 0x80BD562C */ .word 0x00000000
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/* 000156 0x80BD5630 */ .word 0x00000210
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/* 000157 0x80BD5634 */ .word 0x00000060
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/* 000158 0x80BD5638 */ .word 0x00000000
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/* 000159 0x80BD563C */ .word 0x00000000
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/* 000160 0x80BD5640 */ .word 0x00000011
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/* 000161 0x80BD5644 */ .word 0x45000014
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/* 000162 0x80BD5648 */ .word 0x46000018
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/* 000163 0x80BD564C */ .word 0x45000034
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/* 000164 0x80BD5650 */ .word 0x46000038
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/* 000165 0x80BD5654 */ .word 0x44000080
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/* 000166 0x80BD5658 */ .word 0x44000090
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/* 000167 0x80BD565C */ .word 0x450000DC
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/* 000168 0x80BD5660 */ .word 0x460000E0
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/* 000169 0x80BD5664 */ .word 0x44000128
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/* 000170 0x80BD5668 */ .word 0x45000144
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/* 000171 0x80BD566C */ .word 0x46000150
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/* 000172 0x80BD5670 */ .word 0x4500014C
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/* 000173 0x80BD5674 */ .word 0x46000154
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/* 000174 0x80BD5678 */ .word 0x82000010
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/* 000175 0x80BD567C */ .word 0x82000014
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/* 000176 0x80BD5680 */ .word 0x82000018
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/* 000177 0x80BD5684 */ .word 0x8200001C
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)
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void z_bg_ikana_ray_init(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
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UNK_TYPE* sp24 = &this->unk144;
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u32 pad;
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func_800FFADC((Actor*)this, bgIkanaRayCompInit);
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func_800E119C(ctxt, sp24);
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func_800E130C(ctxt, sp24, (Actor*)this, &D_80BD55F0);
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func_800E7DF8((Actor*)this, &this->unk144);
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this->unk190 = func_80100504((UNK_TYPE)&D_06001228); // XXX: D_06001228 is probably a constant
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if (func_800B5BB0(ctxt, this->baseActor.unk1C & 0x7F) != 0) {
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func_80BD5500(this);
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} else {
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func_80BD5498(this);
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}
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}
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void z_bg_ikana_ray_fini(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
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UNK_TYPE* a1 = &this->unk144;
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func_800E11EC(ctxt, a1);
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}
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void func_80BD5498(z_ActorBgIkanaRay* this) {
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this->baseActor.drawFunc = NULL;
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this->baseActor.unk4 |= 0x10;
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this->unk404 = func_80BD54BC;
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}
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void func_80BD54BC(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
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if (func_800B5BB0(ctxt, this->baseActor.unk1C & 0x7F) != 0) {
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func_80BD5500(this);
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}
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}
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void func_80BD5500(z_ActorBgIkanaRay* this) {
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this->baseActor.drawFunc = (actor_func)z_bg_ikana_ray_draw;
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this->baseActor.unk4 &= 0xFFFFFFEF;
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this->unk404 = func_80BD5530;
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}
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void func_80BD5530(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
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func_800E2558(ctxt, &ctxt->unk18884, &this->unk144);
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}
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void z_bg_ikana_ray_main(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
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this->unk404(this, ctxt);
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}
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void z_bg_ikana_ray_draw(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
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func_80131758(ctxt, this->unk190);
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func_800BE03C(ctxt, (UNK_TYPE)&D_06001100); // XXX: D_06001100 is probably a constant
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}
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