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Effect EnFire OK (#977)
* OK * Gameplay keep fire * & * &2 * PR * Fire textures * Second mask
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@@ -872,14 +872,14 @@ void EffectSsFireTail_SpawnFlameOnPlayer(PlayState* play, f32 scale, s16 bodyPar
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// EffectSsEnFire Spawn Functions
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void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags,
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void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, s16 params, s16 flags,
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s16 bodyPart) {
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EffectSsEnFireInitParams initParams;
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Math_Vec3f_Copy(&initParams.pos, pos);
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initParams.actor = actor;
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initParams.scale = scale;
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initParams.unk_12 = arg4;
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initParams.params = params;
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initParams.flags = flags;
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initParams.bodyPart = bodyPart;
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@@ -890,7 +890,7 @@ void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 sc
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EffectSs_Spawn(play, EFFECT_SS_EN_FIRE, 128, &initParams);
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}
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void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 scale, s16 arg4, s16 flags,
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void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 scale, s16 params, s16 flags,
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s16 bodyPart) {
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EffectSsEnFireInitParams initParams;
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@@ -899,8 +899,8 @@ void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 sc
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initParams.pos.z = pos->z;
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initParams.actor = actor;
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initParams.scale = scale;
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initParams.unk_12 = arg4;
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initParams.flags = flags | 0x8000;
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initParams.params = params;
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initParams.flags = flags | ENFIRE_FLAGS_BODYPART_POS_VEC3S;
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initParams.bodyPart = bodyPart;
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if (actor != NULL) {
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