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Rename tons of structs because we aren't using the z_ prefix anymore ;_;
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+11
-11
@@ -6,23 +6,23 @@
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// This file is most likely En_A_Obj
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UNK_RET EnAObj_Init(void* a0, UNK_TYPE a1) {
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z_ActorEnAObj* s0 = (z_ActorEnAObj*)a0;
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ActorEnAObj* s0 = (ActorEnAObj*)a0;
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s0->base.textId = ((s0->base.variable >> 8) & 0xFF) | 0x300;
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s0->base.variable = (s0->base.variable & 0xFF) - 9;
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Lib_ApplyActorInitVars((z_Actor*)s0, (z_ActorInitVar*)&D_801ADEAC);
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Lib_ApplyActorInitVars((Actor*)s0, (ActorInitVar*)&D_801ADEAC);
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func_800B3BA4(&s0->base.unkBC, 0, (UNK_PTR)&func_800B3FC0, 12);
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Collision_InitCylinder(a1, &s0->collision, (z_Actor*)s0, &D_801ADE80);
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Collision_CylinderMoveToActor((z_Actor*)s0, &s0->collision);
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Collision_InitCylinder(a1, &s0->collision, (Actor*)s0, &D_801ADE80);
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Collision_CylinderMoveToActor((Actor*)s0, &s0->collision);
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s0->base.unkA0.unk16 = 255;
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s0->update = (actor_func)EnAObj_Update1;
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}
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UNK_RET EnAObj_Fini(z_ActorEnAObj* a0, z_GlobalContext* a1) {
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z_ColCylinder* a2 = &a0->collision;
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UNK_RET EnAObj_Fini(ActorEnAObj* a0, GlobalContext* a1) {
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ColCylinder* a2 = &a0->collision;
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Collision_FiniCylinder(a1, a2);
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}
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UNK_RET EnAObj_Update1(z_ActorEnAObj* a0, UNK_TYPE a1) {
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UNK_RET EnAObj_Update1(ActorEnAObj* a0, UNK_TYPE a1) {
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s16 v0;
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s32 v1;
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if (func_800B84D0(a0, a1) != 0) {
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@@ -36,18 +36,18 @@ UNK_RET EnAObj_Update1(z_ActorEnAObj* a0, UNK_TYPE a1) {
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}
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}
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UNK_RET EnAObj_Update2(z_ActorEnAObj* a0) {
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UNK_RET EnAObj_Update2(ActorEnAObj* a0) {
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if (func_800B867C(a0) != 0) {
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a0->update = (actor_func)EnAObj_Update1;
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}
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}
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UNK_RET EnAObj_Main(z_ActorEnAObj* a0, UNK_TYPE a1) {
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(a0->update)((z_Actor*)a0, (z_GlobalContext*)a1);
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UNK_RET EnAObj_Main(ActorEnAObj* a0, UNK_TYPE a1) {
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(a0->update)((Actor*)a0, (GlobalContext*)a1);
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func_800B675C(a0, 0x42340000);
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Collision_AddOT(a1, a1 + 0x18884, &a0->collision);
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}
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UNK_RET EnAObj_Draw(z_ActorEnAObj* a0, UNK_TYPE a1) {
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UNK_RET EnAObj_Draw(ActorEnAObj* a0, UNK_TYPE a1) {
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func_800BDFC0(a1, D_801ADEB0[a0->base.variable], a1, a0);
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}
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