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Importing Sound Effects from MM3D (#179)
* Add sfx & update Audio_PlayActorSound2 * more sfx * Match Enemies sfxId * Update with PR * Update sfx for new pr * Fix commit
This commit is contained in:
@@ -1,9 +1,9 @@
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#include <ultra64.h>
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#include <global.h>
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void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 param_3) {
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func_80151938(globalCtx, param_3);
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actor->textId = param_3;
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void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 textId) {
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func_80151938(globalCtx, textId);
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actor->textId = textId;
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}
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s32 nop_800E8ED0(UNK_TYPE4 param_1) {
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@@ -1486,9 +1486,9 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
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if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
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if (collider->actor == NULL) {
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play_sound(0x1806);
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play_sound(NA_SE_IT_SHIELD_BOUND);
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} else {
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func_8019F1C0(&collider->actor->projectedPos, 0x1806);
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func_8019F1C0(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
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}
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} else if (flags == TOUCH_SFX_NORMAL) {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 3, hitPos);
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@@ -1500,16 +1500,16 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
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} else if (flags == TOUCH_SFX_HARD) {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
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if (collider->actor == NULL) {
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play_sound(0x1806);
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play_sound(NA_SE_IT_SHIELD_BOUND);
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} else {
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func_8019F1C0(&collider->actor->projectedPos, 0x1806);
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func_8019F1C0(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
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}
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} else if (flags == TOUCH_SFX_WOOD) {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 1, hitPos);
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if (collider->actor == NULL) {
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play_sound(0x1837);
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play_sound(NA_SE_IT_REFLECTION_WOOD);
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} else {
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func_8019F1C0(&collider->actor->projectedPos, 0x1837);
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func_8019F1C0(&collider->actor->projectedPos, NA_SE_IT_REFLECTION_WOOD);
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}
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}
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}
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@@ -1520,9 +1520,9 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
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s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
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if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
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if (acInfo->elemType == ELEMTYPE_UNK0) {
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func_8019F1C0(&at->actor->projectedPos, 0x1811);
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func_8019F1C0(&at->actor->projectedPos, NA_SE_IT_SWORD_STRIKE);
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} else if (acInfo->elemType == ELEMTYPE_UNK1) {
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func_8019F1C0(&at->actor->projectedPos, 0x1824);
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func_8019F1C0(&at->actor->projectedPos, NA_SE_IT_SWORD_STRIKE_HARD);
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} else if (acInfo->elemType == ELEMTYPE_UNK2) {
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func_8019F1C0(&at->actor->projectedPos, 0);
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} else if (acInfo->elemType == ELEMTYPE_UNK3) {
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@@ -1566,7 +1566,7 @@ void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderI
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} else if (sHitInfo[ac->colType].effect == HIT_WOOD) {
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if (at->actor == NULL) {
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CollisionCheck_SpawnShieldParticles(globalCtx, hitPos);
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play_sound(0x1837);
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play_sound(NA_SE_IT_REFLECTION_WOOD);
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} else {
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CollisionCheck_SpawnShieldParticlesWood(globalCtx, hitPos, &at->actor->projectedPos);
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}
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@@ -1579,9 +1579,9 @@ void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderI
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} else {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
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if (ac->actor == NULL) {
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play_sound(0x1806);
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play_sound(NA_SE_IT_SHIELD_BOUND);
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} else {
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func_8019F1C0(&ac->actor->projectedPos, 0x1806);
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func_8019F1C0(&ac->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
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}
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}
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}
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@@ -3860,7 +3860,7 @@ void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v) {
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*/
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void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v) {
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CollisionCheck_SpawnShieldParticles(globalCtx, v);
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play_sound(0x1808);
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play_sound(NA_SE_IT_SHIELD_REFLECT_SW);
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}
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/**
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@@ -3868,7 +3868,7 @@ void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v
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*/
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void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos) {
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CollisionCheck_SpawnShieldParticles(globalCtx, v);
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func_8019F1C0(pos, 0x1808);
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func_8019F1C0(pos, NA_SE_IT_SHIELD_REFLECT_SW);
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}
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/**
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@@ -3908,7 +3908,7 @@ void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v,
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shieldParticleInitWood.lightPoint.z = shieldParticleInitWood.position.z;
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Effect_Add(globalCtx, &effectIndex, 3, 0, 1, &shieldParticleInitWood);
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func_8019F1C0(pos, 0x1837);
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func_8019F1C0(pos, NA_SE_IT_REFLECTION_WOOD);
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}
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/**
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@@ -794,7 +794,7 @@ void EffectSsEnIce_SpawnFlyingVec3f(GlobalContext* globalCtx, Actor* actor, Vec3
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initParams.scale = scale;
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if (actor != NULL) {
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Audio_PlayActorSound2(actor, 0x874);
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Audio_PlayActorSound2(actor, NA_SE_PL_FREEZE_S);
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}
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EffectSs_Spawn(globalCtx, EFFECT_SS_EN_ICE, 80, &initParams);
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@@ -895,7 +895,7 @@ void EffectSsEnFire_SpawnVec3f(GlobalContext* globalCtx, Actor* actor, Vec3f* po
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initParams.bodyPart = bodyPart;
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if (actor != NULL) {
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Audio_PlayActorSound2(actor, 0x2822);
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Audio_PlayActorSound2(actor, NA_SE_EV_FLAME_IGNITION);
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}
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EffectSs_Spawn(globalCtx, EFFECT_SS_EN_FIRE, 128, &initParams);
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@@ -915,7 +915,7 @@ void EffectSsEnFire_SpawnVec3s(GlobalContext* globalCtx, Actor* actor, Vec3s* po
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initParams.bodyPart = bodyPart;
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if (actor != NULL) {
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Audio_PlayActorSound2(actor, 0x2822);
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Audio_PlayActorSound2(actor, NA_SE_EV_FLAME_IGNITION);
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}
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EffectSs_Spawn(globalCtx, EFFECT_SS_EN_FIRE, 128, &initParams);
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@@ -598,7 +598,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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if ((this->actor.params <= ITEM00_RUPEE_RED) || (this->actor.params == ITEM00_RUPEE_ORANGE)) {
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play_sound(0x4803);
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play_sound(NA_SE_SY_GET_RUPY);
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} else if (getItemId != GI_NONE) {
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if (Actor_HasParent(&this->actor, globalCtx)) {
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Actor_SetCollectibleFlag(globalCtx, this->collectibleFlag);
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@@ -606,7 +606,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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return;
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} else {
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play_sound(0x4824);
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play_sound(NA_SE_SY_GET_ITEM);
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}
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Actor_SetCollectibleFlag(globalCtx, this->collectibleFlag);
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@@ -872,7 +872,7 @@ EnItem00* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, u32 pa
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spawnedActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
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spawnPos->z, 0, 0, 0, ((((param7F00 >> 8) & 0x7F) << 9) & 0xFE00) | 0x102);
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if (!Actor_GetCollectibleFlag(globalCtx, (param7F00 >> 8) & 0x7F)) {
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func_800F0568(globalCtx, spawnPos, 0x28, 0x28E7);
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func_800F0568(globalCtx, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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}
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} else {
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spawnedActor =
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@@ -880,7 +880,7 @@ EnItem00* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, u32 pa
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spawnPos->z, 0, 0, 0, ((((param7F00 >> 8) & 0x7F) & 0x7F) << 9) | 7);
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if (param20000 == 0) {
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if (!Actor_GetCollectibleFlag(globalCtx, (param7F00 >> 8) & 0x7F)) {
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func_800F0568(globalCtx, spawnPos, 0x28, 0x28E7);
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func_800F0568(globalCtx, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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}
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}
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}
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@@ -947,7 +947,7 @@ Actor* Item_DropCollectible2(GlobalContext* globalCtx, Vec3f* spawnPos, u32 para
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spawnPos->z, 0, 0, 0, ((((param7F00 >> 8) & 0x7F) & 0x7F) << 9) | 7);
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}
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if (Actor_GetCollectibleFlag(globalCtx, (param7F00 >> 8) & 0x7F) == 0) {
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func_800F0568(globalCtx, spawnPos, 0x28, 0x28E7);
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func_800F0568(globalCtx, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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}
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} else {
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params = func_800A7650(params);
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@@ -1105,7 +1105,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3
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if (gSaveContext.health < 0x11) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
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spawnPos->z, 0, 0, 0, 2);
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func_800F0568(globalCtx, spawnPos, 0x28, 0x28E7);
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func_800F0568(globalCtx, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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return;
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}
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+2
-2
@@ -648,8 +648,8 @@ void func_801000CC(u16 sfxId) {
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func_8019F128(sfxId);
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}
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void func_801000F4(s32 a0, u16 a1) {
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func_8019F1C0(a0, a1);
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void func_801000F4(s32 a0, u16 sfxId) {
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func_8019F1C0(a0, sfxId);
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}
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void Lib_Vec3f_TranslateAndRotateY(Vec3f* translation, s16 a, Vec3f* src, Vec3f* dst) {
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