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Add actor and scene enums (#8)
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@@ -14,7 +14,7 @@ void EffectSS_Init(GlobalContext* ctxt, s32 numEntries) {
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EffectSS_ResetEntry(iter);
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}
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for (i = 0, iter2 = particleOverlayTable; i != 0x27; i++) {
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for (i = 0, iter2 = particleOverlayTable; i != EFFECT_SS2_TYPE_LAST_LABEL; i++) {
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(iter2++)->loadedRamAddr = 0;
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}
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}
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@@ -35,7 +35,7 @@ void EffectSS_Clear(GlobalContext* ctxt) {
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}
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// Free memory from loaded particle overlays
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for (i = 0, iter2 = particleOverlayTable; i != 0x27; i++) {
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for (i = 0, iter2 = particleOverlayTable; i != EFFECT_SS2_TYPE_LAST_LABEL; i++) {
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addr = (void*)iter2->loadedRamAddr;
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if (addr != NULL) {
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zelda_free(addr);
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@@ -63,7 +63,7 @@ void EffectSS_Delete(LoadedParticleEntry* a0) {
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void EffectSS_ResetEntry(LoadedParticleEntry* particle) {
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u32 i;
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particle->type = 0x27;
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particle->type = EFFECT_SS2_TYPE_LAST_LABEL;
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particle->acceleration.z = 0;
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particle->acceleration.y = 0;
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particle->acceleration.x = 0;
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