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Arms_Hook OK (#210)
* Arms_Hook OK * cleanup * decr * remove redundant include * missed some things * rename things Co-authored-by: dark-samus <mathmcclintic@gmail.com>
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+7
-16
@@ -1,6 +1,7 @@
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#include <ultra64.h>
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#include <global.h>
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#include <vt.h>
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#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
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#include "overlays/actors/ovl_En_Part/z_en_part.h"
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@@ -1020,24 +1021,14 @@ s32 func_8002DDF4(GlobalContext* globalCtx) {
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return player->stateFlags2 & 0x1000;
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}
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typedef struct {
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/* 0x000 */ Actor actor;
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/* 0x14C */ char unk_14C[0xB4];
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/* 0x200 */ Actor* unk_200;
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/* 0x204 */ f32 unk_204;
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/* 0x208 */ f32 unk_208;
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/* 0x20C */ f32 unk_20C;
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/* 0x210 */ s16 unk_210;
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} ActorArmsHook;
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void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
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ActorArmsHook* hookActor;
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ArmsHook* hookshot;
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hookActor = (ActorArmsHook*)Actor_Find(&globalCtx->actorCtx, 0x0066, ACTORTYPE_ITEMACTION);
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hookActor->unk_200 = actorB;
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hookActor->unk_204 = 0.0f;
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hookActor->unk_208 = 0.0f;
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hookActor->unk_20C = 0.0f;
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hookshot = (ArmsHook*)Actor_Find(&globalCtx->actorCtx, ACTOR_ARMS_HOOK, ACTORTYPE_ITEMACTION);
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hookshot->grabbed = actorB;
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hookshot->grabbedDistDiff.x = 0.0f;
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hookshot->grabbedDistDiff.y = 0.0f;
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hookshot->grabbedDistDiff.z = 0.0f;
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actorB->flags |= 0x2000;
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actorA->flags &= ~0x2000;
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}
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+1
-1
@@ -1134,7 +1134,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
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if ((globalCtx->transitionMode == 3) || (globalCtx->transitionMode == 11) ||
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(globalCtx->transitionCtx.transitionType >= 56)) {
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View view; // 0xA0
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View view; // 0xA0
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View_Init(&view, gfxCtx);
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view.flags = 2 | 8;
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+2
-2
@@ -52,10 +52,10 @@ void Sample_Destroy(SampleContext* this) {
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void Sample_SetupView(SampleContext* this) {
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View* view;
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GraphicsContext* gfxCtx;
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view = &this->view;
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gfxCtx = this->state.gfxCtx;
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View_Init(view, gfxCtx);
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SET_FULLSCREEN_VIEWPORT(view);
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func_800AA460(view, 60, 10, 12800);
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