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d_t_col_bomb_shield OK
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@@ -1,9 +1,50 @@
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#include "d/t/d_t_col_bomb_shield.h"
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#include "common.h"
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#include "d/a/obj/d_a_obj_base.h"
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#include "d/a/d_a_player.h"
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#include "d/col/cc/d_cc_s.h"
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#include "m/m_mtx.h"
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#include "rvl/MTX/mtx.h"
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SPECIAL_ACTOR_PROFILE(COL_BOMSLD, dTgColBombShield, fProfile::COL_BOMSLD, 0x12, 0, 0);
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STATE_DEFINE(dTgColBombShield, Wait);
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bool dTgColBombShield::createHeap() {
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return true;
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}
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int dTgColBombShield::create() {
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0.0f; // cool
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CREATE_ALLOCATOR(dTgColBombShield);
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static const f32 offset = 0.1f;
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mScale.x += offset;
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mScale.y += offset;
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mScale.z += offset;
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mColMtx.transS(position.x, position.y + mScale.y * 0.5f - 0.05f, position.z);
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mColMtx.ZXYrotM(rotation.x, rotation.y, rotation.z);
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mMtx_c tmp;
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PSMTXScale(tmp, mScale.x, mScale.y, mScale.z);
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mColMtx += tmp;
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mStateMgr.changeState(StateID_Wait);
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return SUCCEEDED;
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}
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int dTgColBombShield::doDelete() {
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return SUCCEEDED;
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}
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int dTgColBombShield::actorExecute() {
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if (dAcPy_c::LINK != nullptr && roomid == dAcPy_c::LINK->roomid) {
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dCcS::GetInstance()->SetArea(&mColMtx);
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}
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return SUCCEEDED;
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}
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int dTgColBombShield::draw() {
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return SUCCEEDED;
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}
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void dTgColBombShield::initializeState_Wait() {}
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void dTgColBombShield::executeState_Wait() {}
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void dTgColBombShield::finalizeState_Wait() {}
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