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https://github.com/zeldaret/ss
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actorExecute 99%
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@@ -1,6 +1,8 @@
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#ifndef D_A_PLAYER_ACT_H
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#define D_A_PLAYER_ACT_H
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#include "d/a/d_a_base.h"
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#include "d/a/obj/d_a_obj_bomb.h"
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#include "d/d_player_base.h"
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#include "m/m_vec.h"
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@@ -413,7 +415,7 @@ public:
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/* vt 0x2A8 */ virtual void lookTowardItem() {}
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/* vt 0x2AC */ virtual void vt_0x2AC() {}
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/* vt 0x2B0 */ virtual void vt_0x2B0() {}
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/* vt 0x2B4 */ virtual void triggerMoveEventMaybe(u32, u32, u32, const mVec3_c *, const mAng&, u32, u32) {}
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/* vt 0x2B4 */ virtual void triggerMoveEventMaybe(u32, u32, u32, const mVec3_c *, const mAng &, u32, u32) {}
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/* vt 0x2B8 */ virtual void setActorRef9() {}
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/* vt 0x2BC */ virtual void unlinkActorRef9() {}
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/* vt 0x2C0 */ virtual bool vt_0x2C0() {
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@@ -654,6 +656,9 @@ public:
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return sCurrentSword;
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}
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// Checks through beetle actor references and
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static dAcBomb_c *getBombWithinRadius(dAcBase_c *, const mVec3_c &, f32);
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static bool isInEvent();
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bool isAttackingLeft() const;
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bool isAttackingRight() const;
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