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https://github.com/zeldaret/ss
synced 2026-08-15 20:59:53 -04:00
address comments removed from earlier headers
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+68
-68
@@ -181,101 +181,101 @@ public:
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}
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public:
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// funcs found in TU
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/* 8002c650 */ static void setTempCreateParams(
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static void setTempCreateParams(
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mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, s32 roomId, u32 params2, dAcBase_c *parent, u8 subtype, u16 unkFlag,
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s8 viewClipIdx, const ActorInfo *actorInfo
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);
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/* 8002c690 */ dSoundSourceIf_c *createSoundSource();
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/* 8002c710 */ int initAllocatorWork1Heap(int size, char *name, int align);
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/* 8002c720 */ int initAllocator(int size, char *name, EGG::Heap *heap, int align);
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/* 8002c7b0 */ bool addActorToRoom(s32 roomId);
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/* 8002c840 */ void setTgSndAreaFlag(s32);
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/* 8002cf10 */ u32 itemDroppingAndGivingRelated(mVec3_c *spawnPos, int subtype);
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/* 8002cf90 */ void fillUpperParams2Byte();
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/* 8002cfa0 */ u32 getParams2_ignoreLower();
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/* 8002cfb0 */ void setParams2Upper_ignoreLower(u32 val);
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/* 8002cfc0 */ int getParams2UpperByte();
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/* 8002cfd0 */ void setParams2UpperByte(u32 val);
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/* 8002cff0 */ static u32 buildParams2(u32 lower, u32 upper);
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/* 8002d010 */ u32 getParams2Lower() const;
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/* 8002d020 */ static dAcBase_c *findActor(char *objName, dAcBase_c *parent);
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/* 8002d0a0 */ static dAcBase_c *searchActor(dAcBase_c *parent);
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dSoundSourceIf_c *createSoundSource();
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int initAllocatorWork1Heap(int size, char *name, int align);
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int initAllocator(int size, char *name, EGG::Heap *heap, int align);
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bool addActorToRoom(s32 roomId);
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void setTgSndAreaFlag(s32);
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u32 itemDroppingAndGivingRelated(mVec3_c *spawnPos, int subtype);
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void fillUpperParams2Byte();
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u32 getParams2_ignoreLower();
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void setParams2Upper_ignoreLower(u32 val);
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int getParams2UpperByte();
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void setParams2UpperByte(u32 val);
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static u32 buildParams2(u32 lower, u32 upper);
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u32 getParams2Lower() const;
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static dAcBase_c *findActor(char *objName, dAcBase_c *parent);
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static dAcBase_c *searchActor(dAcBase_c *parent);
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// Kinda performs the code of the first param on every actor (second param is optional parent)
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/* 8002d130 */ static void forEveryActor(void *func(dAcBase_c *, dAcBase_c *), dAcBase_c *parent);
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/* 8002d190 */ mAng getXZAngleToPlayer();
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static void forEveryActor(void *func(dAcBase_c *, dAcBase_c *), dAcBase_c *parent);
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mAng getXZAngleToPlayer();
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// returns true if under the distThresh, False if not. the actual distance is returned in outDist
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/* 8002d1d0 */ bool getDistanceToActor(dAcBase_c *actor, f32 distThresh, f32 *outDist);
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bool getDistanceToActor(dAcBase_c *actor, f32 distThresh, f32 *outDist);
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// same concept as above
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/* 8002d290 */ bool getDistanceAndAngleToActor(
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bool getDistanceAndAngleToActor(
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dAcBase_c *actor, f32 distThresh, s16 yAngle, s16 xAngle, f32 *outDist, s16 *outDiffAngleY, s16 *outDiffAngleX
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);
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/* 8002d3e0 */ bool isWithinPlayerRadius(f32 radius) const;
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/* 8002d440 */ bool getDistanceAndAngleToPlayer(
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bool isWithinPlayerRadius(f32 radius) const;
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bool getDistanceAndAngleToPlayer(
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f32 distThresh, s16 yAngle, s16 xAngle, f32 *outDist, s16 *outDiffAngleY, s16 *outDiffAngleX
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);
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/* 8002d470 */ f32 getDistToPlayer();
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/* 8002d4a0 */ f32 getSquareDistToPlayer();
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/* 8002d4b0 */ void updateRoomId(f32 yOffs);
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/* 8002d540 */ bool isRoomFlags_0x6_Set();
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f32 getDistToPlayer();
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f32 getSquareDistToPlayer();
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void updateRoomId(f32 yOffs);
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bool isRoomFlags_0x6_Set();
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// Start of SoundSource stuff
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/* 8002d590 */ void setSoundSourceSubtype(u8 subType);
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/* 8002d5b0 */ void FUN_8002d5b0();
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/* 8002d5d0 */ bool startSound(u32 soundId);
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/* 8002d600 */ bool startSoundWithFloatParam(u32 soundId, f32 param);
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/* 8002d630 */ bool startBgHitSound(u32 soundId, const cBgS_PolyInfo &info, const mVec3_c *position);
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/* 8002d6d0 */ bool startSoundAtPosition(u32 soundId, const mVec3_c *position);
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/* 8002d710 */ bool holdSound(u32 soundId);
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/* 8002d740 */ bool holdSoundWithIntParam(u32 soundId, s32 param);
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/* 8002d770 */ bool holdSoundWithFloatParam(u32 soundId, f32 param);
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/* 8002d7a0 */ bool holdSoundWithParams(u32 soundId, f32 fValue, s32 value);
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/* 8002d7d0 */ void holdSoundSourceFlag(u32 mask);
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/* 8002d7f0 */ void onSoundSourceFlag(u32 mask);
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/* 8002d810 */ void offSoundSourceFlag(u32 mask);
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/* 8002d830 */ bool isPlayingSound(u32 soundId);
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/* 8002d860 */ void setBattleBgmRelated(UNKWORD val);
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/* 8002d880 */ dSoundSourceIf_c *getSoundSource();
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void setSoundSourceSubtype(u8 subType);
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void FUN_8002d5b0();
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bool startSound(u32 soundId);
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bool startSoundWithFloatParam(u32 soundId, f32 param);
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bool startBgHitSound(u32 soundId, const cBgS_PolyInfo &info, const mVec3_c *position);
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bool startSoundAtPosition(u32 soundId, const mVec3_c *position);
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bool holdSound(u32 soundId);
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bool holdSoundWithIntParam(u32 soundId, s32 param);
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bool holdSoundWithFloatParam(u32 soundId, f32 param);
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bool holdSoundWithParams(u32 soundId, f32 fValue, s32 value);
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void holdSoundSourceFlag(u32 mask);
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void onSoundSourceFlag(u32 mask);
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void offSoundSourceFlag(u32 mask);
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bool isPlayingSound(u32 soundId);
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void setBattleBgmRelated(UNKWORD val);
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dSoundSourceIf_c *getSoundSource();
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// End of SoundSource stuff
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/* 8002d890 */ void removeSoundInfo(SoundInfo *);
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/* 8002d920 */ void setActorRef(dAcBase_c *);
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void removeSoundInfo(SoundInfo *);
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void setActorRef(dAcBase_c *);
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// next three funcs are related
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/* 8002d930 */ void setEnemyDefeatFlag();
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/* 8002d940 */ void changeLoadedEntitiesWithSet();
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/* 8002d960 */ void changeLoadedEntitiesNoSet();
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void setEnemyDefeatFlag();
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void changeLoadedEntitiesWithSet();
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void changeLoadedEntitiesNoSet();
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/* 8002d980 */ dAcBase_c *createActor(
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dAcBase_c *createActor(
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ProfileName actorId, u32 params1, mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, u32 params2, s32 roomId,
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dBase_c *ref
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);
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/* 8002da80 */ dAcBase_c *createActorStage(
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dAcBase_c *createActorStage(
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ProfileName actorId, u32 params1, mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, u32 params2, s32 roomId,
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dBase_c *ref
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);
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/* 8002dc20 */ static void roundAngleToNearest90(s16 *, s16 *);
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/* 8002dc50 */ void incrementKillCounter();
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/* 8002dcd0 */ void killNoItemDrop();
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/* 8002dd10 */ void killWithFlag();
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/* 8002dd50 */ void killWithFlagNoItemDrop();
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/* 8002dd90 */ void deleteWithFlagNoItemDrop();
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/* 8002ddd0 */ void setPolyAttrs(cBgS_PolyInfo &p);
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/* 8002de30 */ void setPolyAttrsDupe(cBgS_PolyInfo &p);
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static void roundAngleToNearest90(s16 *, s16 *);
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void incrementKillCounter();
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void killNoItemDrop();
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void killWithFlag();
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void killWithFlagNoItemDrop();
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void deleteWithFlagNoItemDrop();
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void setPolyAttrs(cBgS_PolyInfo &p);
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void setPolyAttrsDupe(cBgS_PolyInfo &p);
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public:
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/* 80571920 */ static u32 s_Create_RoomId;
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/* 80571924 */ static u32 s_Create_Params2;
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/* 80571928 */ static u16 s_Create_UnkFlags;
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/* 8057192A */ static u8 s_Create_ViewClipIdx;
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/* 80575080 */ static mVec3_c *s_Create_Position;
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/* 80575084 */ static mAng3_c *s_Create_Rotation;
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/* 80575088 */ static mVec3_c *s_Create_Scale;
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/* 8057508C */ static dAcBase_c *s_Create_Parent;
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/* 80575090 */ static const ActorInfo *s_Create_ActorInfo;
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/* 80575094 */ static u8 s_Create_Subtype;
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static u32 s_Create_RoomId;
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static u32 s_Create_Params2;
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static u16 s_Create_UnkFlags;
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static u8 s_Create_ViewClipIdx;
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static mVec3_c *s_Create_Position;
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static mAng3_c *s_Create_Rotation;
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static mVec3_c *s_Create_Scale;
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static dAcBase_c *s_Create_Parent;
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static const ActorInfo *s_Create_ActorInfo;
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static u8 s_Create_Subtype;
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};
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#endif
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