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Obj_ghaka OK (#171)
* getting ghaka started * two more matching funcs * functions all match, but no OK...yet.... * some clean up stuff * uhhh lets try this? * fixing save context stuff * z_obj_ghaka OK * fixing small changes * adding in new suggestions * fixing error
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+5
-2
@@ -928,11 +928,14 @@ typedef struct {
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/* 0x11F10 */ s32 unk11F10;
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/* 0x11F11 */ UNK_TYPE1 pad11F11[0xD];
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/* 0x11F22 */ u8 unk11F22;
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/* 0x11F23 */ UNK_TYPE1 pad11F23[0xFD];
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/* 0x11F23 */ u8 unk11F23;
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/* 0x11F24 */ UNK_TYPE1 pad11F24[0xFC];
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/* 0x12020 */ u8 unk12020;
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/* 0x12021 */ u8 unk12021;
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/* 0x12022 */ u8 choiceIndex;
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/* 0x12023 */ UNK_TYPE1 pad12023[0x7];
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/* 0x12023 */ UNK_TYPE1 unk12023;
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/* 0x12024 */ s8 unk12024;
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/* 0x12025 */ UNK_TYPE1 unk12025[0x6];
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/* 0x1202A */ u16 unk1202A;
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/* 0x1202C */ UNK_TYPE1 pad1202B[0x18];
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/* 0x12044 */ s16 unk12044;
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+1
-1
@@ -129,7 +129,7 @@ typedef struct Actor {
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/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
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/* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank"
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/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
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/* 0x020 */ u16 unk20;
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/* 0x020 */ s16 unk20;
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/* 0x024 */ PosRot world; // Position/rotation in the world
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/* 0x038 */ s8 cutscene;
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/* 0x039 */ s8 unk39;
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