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Port Proposed OoT Object Docs (#1361)
* port docs in z_scene * undo accidental ctrl-f * another fix * expose Object_SpawnPersistent --------- Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
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@@ -133,7 +133,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
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}
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void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) {
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->animObjIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjIndex].segment);
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EnHy_ChangeAnim(&enHy->skelAnime, animIndex);
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}
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@@ -141,7 +141,7 @@ s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) {
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s32 isUpdated = false;
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if (enHy->actor.draw != NULL) {
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->animObjIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjIndex].segment);
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SkelAnime_Update(&enHy->skelAnime);
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isUpdated = true;
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}
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@@ -168,7 +168,7 @@ s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg
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enHy->actor.objBankIndex = enHy->skelLowerObjIndex;
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isInitialized = true;
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ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->actor.objBankIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->actor.objBankIndex].segment);
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SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
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ENHY_LIMB_MAX);
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EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
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