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https://github.com/zeldaret/ss
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Simple Remly field names
This commit is contained in:
@@ -96,8 +96,8 @@ executeState_BirthWait__11dAcEremly_cFv = .text:0x000068F0; // type:function siz
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finalizeState_BirthWait__11dAcEremly_cFv = .text:0x00006A30; // type:function size:0x4
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playWink__11dAcEremly_cFv = .text:0x00006A40; // type:function size:0xCC
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fn_177_6B10__11dAcEremly_cFbRC4mAng = .text:0x00006B10; // type:function size:0x38C
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fn_177_6EA0__11dAcEremly_cFb = .text:0x00006EA0; // type:function size:0x120
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adjustHeadRotation__11dAcEremly_cFb = .text:0x00006FC0; // type:function size:0x78
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calcHeadRotation__11dAcEremly_cFb = .text:0x00006EA0; // type:function size:0x120
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resetHeadRotation__11dAcEremly_cFb = .text:0x00006FC0; // type:function size:0x78
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fn_177_7040__11dAcEremly_cFUlf = .text:0x00007040; // type:function size:0x2EC
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isScary__11dAcEremly_cFv = .text:0x00007330; // type:function size:0x90
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shouldBeScared__11dAcEremly_cFv = .text:0x000073C0; // type:function size:0x144
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@@ -105,12 +105,12 @@ fn_177_7510__11dAcEremly_cFf = .text:0x00007510; // type:function size:0xC8
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fn_177_75E0__11dAcEremly_cFv = .text:0x000075E0; // type:function size:0x6C
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fn_177_7650__11dAcEremly_cCFb = .text:0x00007650; // type:function size:0x164
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fn_177_77C0__11dAcEremly_cFv = .text:0x000077C0; // type:function size:0x108
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fn_177_78D0__11dAcEremly_cFv = .text:0x000078D0; // type:function size:0xF4
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applyScaryMat__11dAcEremly_cFv = .text:0x000078D0; // type:function size:0xF4
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fn_177_79D0__11dAcEremly_cFb = .text:0x000079D0; // type:function size:0x134
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fn_177_7B10__11dAcEremly_cFv = .text:0x00007B10; // type:function size:0x1B4
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nightSleepDemoImpl__11dAcEremly_cFv = .text:0x00007CD0; // type:function size:0x844
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fn_177_8520__11dAcEremly_cFb = .text:0x00008520; // type:function size:0xD8
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fn_177_8600__11dAcEremly_cFv = .text:0x00008600; // type:function size:0xC0
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checkSlope__11dAcEremly_cFb = .text:0x00008520; // type:function size:0xD8
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spawnGroundEffect__11dAcEremly_cFv = .text:0x00008600; // type:function size:0xC0
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fn_177_86C0__11dAcEremly_cFv = .text:0x000086C0; // type:function size:0x2B4
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fn_177_8980__11dAcEremly_cFf = .text:0x00008980; // type:function size:0x13C
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fn_177_8AC0__11dAcEremly_cFv = .text:0x00008AC0; // type:function size:0x160
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@@ -1174,7 +1174,7 @@ someEnemyDamageCollisionStuffMaybe__11dAcEnBase_cFR19dColliderLinkedListPUs = .t
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fn_8002FD90 = .text:0x8002FD90; // type:function size:0x4C
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fn_8002FDE0__11dAcEnBase_cFR8cCcD_ObjPUs = .text:0x8002FDE0; // type:function size:0x170
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fn_8002FF50 = .text:0x8002FF50; // type:function size:0xD4
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fn_80030030__11dAcEnBase_cFRC7mVec3_cRsRsf = .text:0x80030030; // type:function size:0x174
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checkSlope__11dAcEnBase_cFRC7mVec3_cRsRsf = .text:0x80030030; // type:function size:0x174
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fn_800301b0__11dAcEnBase_cFRC7mVec3_c4mAngbf = .text:0x800301B0; // type:function size:0x1D4
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fn_80030390 = .text:0x80030390; // type:function size:0x64
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fn_80030400__11dAcEnBase_cFRQ23m3d5mdl_cUcbUc = .text:0x80030400; // type:function size:0x168
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+69
-69
@@ -28,40 +28,40 @@ public:
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/* 0x0C */ UNKWORD field_0x0C; // Guess
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};
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enum State_e {
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STATE_0 = 0,
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STATE_1 = 1,
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STATE_2 = 2,
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STATE_3 = 3,
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STATE_4 = 4,
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STATE_5 = 5,
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STATE_6 = 6,
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STATE_7 = 7,
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STATE_8 = 8,
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STATE_9 = 9,
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STATE_10 = 10,
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STATE_11 = 11,
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STATE_12 = 12,
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STATE_13 = 13,
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STATE_14 = 14,
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STATE_15 = 15,
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STATE_16 = 16,
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STATE_17 = 17,
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STATE_18 = 18,
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STATE_19 = 19,
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STATE_20 = 20,
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STATE_21 = 21,
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STATE_22 = 22,
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STATE_23 = 23,
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STATE_24 = 24,
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STATE_25 = 25,
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STATE_26 = 26,
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STATE_27 = 27,
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STATE_28 = 28,
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STATE_29 = 29,
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STATE_30 = 30,
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STATE_31 = 31,
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STATE_32 = 32,
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enum Animation_e {
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ANM_WaitStand = 0,
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ANM_WaitSit = 1,
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ANM_WaitSitCry = 2,
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ANM_CryWalk = 3,
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ANM_RemlyWalk = 4,
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ANM_Run = 5,
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ANM_Swim = 6,
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ANM_Water = 7,
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ANM_SwimDamage = 8,
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ANM_Wind = 9,
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ANM_WindBack = 10,
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ANM_Hold = 11,
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ANM_HoldMozo = 12,
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ANM_HoldBata = 13,
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ANM_HoldJumpStart = 14,
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ANM_HoldJumpEnd = 15,
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ANM_Fly = 16,
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ANM_FlyDamage = 17,
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ANM_Damage = 18,
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ANM_Sleep = 19,
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ANM_WakeUp = 20,
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ANM_Scared = 21,
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ANM_Piyo1 = 22,
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ANM_Piyo2 = 23,
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ANM_Piyo3 = 24,
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ANM_SleepNight = 25,
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ANM_Demo = 26,
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ANM_27 = 27, // UNUSED
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ANM_Foo = 28,
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ANM_WalkNight = 29,
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ANM_RunFast = 30,
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ANM_Jump = 31,
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ANM_Sound = 32,
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};
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public:
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@@ -100,8 +100,8 @@ public:
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STATE_FUNC_DECLARE(dAcEremly_c, NightJumpAttack);
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STATE_FUNC_DECLARE(dAcEremly_c, BirthWait);
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bool isState(State_e state) {
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return field_0xB60 == (u32)state;
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bool isAnimation(Animation_e state) {
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return mAnimation == (u32)state;
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}
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STATE_MGR_DEFINE_UTIL_EXECUTESTATE(dAcEremly_c);
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@@ -111,8 +111,8 @@ public:
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private:
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void playWink();
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bool fn_177_6B10(bool lookAtTarget, const mAng &);
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void fn_177_6EA0(bool);
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void adjustHeadRotation(bool);
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void calcHeadRotation(bool);
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void resetHeadRotation(bool);
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bool fn_177_7040(u32, f32);
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@@ -124,22 +124,22 @@ private:
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bool fn_177_75E0();
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/** false -> comapres to camera
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/** false -> compares to camera
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* true -> compares to player */
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bool fn_177_7650(bool comparePlayer) const;
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void fn_177_77C0();
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// Set Scary Face
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void fn_177_78D0();
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void applyScaryMat();
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void fn_177_79D0(bool);
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bool fn_177_7B10();
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void nightSleepDemoImpl();
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void fn_177_8520(bool);
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void fn_177_8600();
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void checkSlope(bool);
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void spawnGroundEffect();
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bool fn_177_86C0();
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bool fn_177_8980(f32);
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bool fn_177_8AC0();
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@@ -180,49 +180,49 @@ private:
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/* 0xAF8 */ mVec3_c field_0xAF8;
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/* 0xB04 */ f32 field_0xB04;
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/* 0xB08 */ f32 field_0xB08;
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/* 0xB0C */ f32 field_0xB0C;
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/* 0xB10 */ f32 field_0xB10;
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/* 0xB14 */ s32 field_0xB14;
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/* 0xB18 */ u32 field_0xB18;
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/* 0xB08 */ f32 mPatrolAreaSize;
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/* 0xB0C */ f32 mWaterHeight;
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/* 0xB10 */ f32 mScaleF;
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/* 0xB14 */ s32 mSomeCounter;
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/* 0xB18 */ u32 mSomeCounter2;
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/* 0xB1C */ u8 _B1C[0xB1E - 0xB1C];
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/* 0xB1E */ mAng3_c field_0xB1E;
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/* 0xB24 */ s16 field_0xB24;
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/* 0xB26 */ s16 field_0xB26;
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/* 0xB26 */ u32 field_0xB28;
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/* 0xB2C */ s32 field_0xB2C;
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/* 0xB30 */ mAng field_0xB30;
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/* 0xB1E */ mAng3_c mSlope;
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/* 0xB24 */ s16 mSlopeXTarget;
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/* 0xB26 */ s16 mSlopeZTarget;
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/* 0xB26 */ u32 mSlopeCheckCounter;
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/* 0xB2C */ s32 mHarpCounter;
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/* 0xB30 */ mAng mHeadTiltTarget;
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/* 0xB32 */ mAng field_0xB32;
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/* 0xB34 */ mAng field_0xB34;
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/* 0xB38 */ f32 field_0xB38;
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/* 0xB3C */ f32 field_0xB3C;
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/* 0xB40 */ f32 field_0xB40;
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/* 0xB38 */ f32 mYPosition;
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/* 0xB3C */ f32 mYOffset;
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/* 0xB40 */ f32 mScaleFTarget;
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/* 0xB44 */ u16 field_0xB44;
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/* 0xB46 */ u16 field_0xB46;
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/* 0xB48 */ u16 field_0xB48;
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/* 0xB48 */ u16 mAnimTimer;
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/* 0xB4A */ u16 mWinkTimer;
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/* 0xB4C */ u16 field_0xB4C;
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/* 0xB4E */ u16 field_0xB4E;
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/* 0xB4C */ u16 mHeadTiltTimer;
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/* 0xB4E */ u16 mAnimSafeTimer;
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/* 0xB50 */ u16 field_0xB50;
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/* 0xB52 */ u16 field_0xB52;
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/* 0xB54 */ u16 field_0xB54;
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/* 0xB54 */ u16 mScaleFTimer;
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/* 0xB56 */ u16 field_0xB56;
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/* 0xB58 */ u16 field_0xB58;
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/* 0xB5A */ u16 field_0xB5A;
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/* 0xB5C */ u16 field_0xB5C;
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/* 0xB5E */ u16 field_0xB5E;
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/* 0xB60 */ u8 field_0xB60; // Some State representation
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/* 0xB58 */ u16 mNoGroundCounter;
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/* 0xB5A */ u16 mSwimPosYCounter;
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/* 0xB5C */ u16 mFlySpeedCounter;
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/* 0xB5E */ u16 mFlyAngleCounter;
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/* 0xB60 */ u8 mAnimation;
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/* 0xB61 */ u8 field_0xB61;
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/* 0xB62 */ u8 mSleepDemoPlayedSceneflag;
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/* 0xB63 */ u8 field_0xB63;
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/* 0xB63 */ u8 mNightSleepDemoStep;
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/* 0xB64 */ u8 field_0xB64;
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/* 0xB65 */ u8 field_0xB65;
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/* 0xB66 */ u8 field_0xB66;
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/* 0xB65 */ u8 mAnmStep;
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/* 0xB66 */ bool field_0xB66;
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/* 0xB67 */ u8 field_0xB67;
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/* 0xB68 */ u8 field_0xB68;
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/* 0xB69 */ u8 field_0xB69;
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/* 0xB6A */ u8 field_0xB6A;
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/* 0xB6B */ u8 field_0xB6B;
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/* 0xB6B */ bool field_0xB6B;
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/* 0xB6C */ u8 field_0xB6C;
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/* 0xB6D */ u8 field_0xB6D;
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/* 0xB6E */ u8 field_0xB6E;
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@@ -71,7 +71,7 @@ public:
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// Deals with dealing damage to Enemy
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// Returns a value 0-13 (similar to mStts rank?)
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int fn_8002FDE0(cCcD_Obj &mCc, u16 *pTgOut);
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void fn_80030030(const mVec3_c &pos, s16 &, s16 &, f32);
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void checkSlope(const mVec3_c &pos, s16 &, s16 &, f32);
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// Returns 0-3 based on collision
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int fn_800301b0(const mVec3_c &pos, mAng ang, bool, f32);
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void fn_80030400(m3d::mdl_c &, u8, bool, u8);
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+368
-372
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