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d_a_invisible OK
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@@ -1,9 +1,41 @@
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#include "d/a/d_a_invisible.h"
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#include "d/col/bg/d_bg_s.h"
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#include "f/f_base.h"
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#include "m/m_vec.h"
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SPECIAL_ACTOR_PROFILE(INVISIBLE, dAcInvisible, fProfile::INVISIBLE, 0x11D, 0, 0);
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STATE_DEFINE(dAcInvisible, Wait);
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int dAcInvisible::create() {
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mObjAcch.Set(this, 1, &mAcchCir);
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mObjAcch.mFlags |= 0x408;
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mAcchCir.SetWall(15.0f, 120.0f);
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mStts.mRank = 9;
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mSph.mStts = &mStts;
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mCps.mStts = &mStts;
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forwardAccel = 0.0;
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forwardMaxSpeed = -40.0f;
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mStateMgr.changeState(StateID_Wait);
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boundingBox.Set(mVec3_c(-0.0f, -0.0f, -0.0f), mVec3_c(0.0f, 0.0f, 0.0f));
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return SUCCEEDED;
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}
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int dAcInvisible::doDelete() {
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return SUCCEEDED;
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}
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int dAcInvisible::actorExecute() {
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mStateMgr.executeState();
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mObjAcch.CrrPos(*dBgS::GetInstance());
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return SUCCEEDED;
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}
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int dAcInvisible::draw() {
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return SUCCEEDED;
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}
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void dAcInvisible::initializeState_Wait() {}
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void dAcInvisible::executeState_Wait() {}
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void dAcInvisible::finalizeState_Wait() {}
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