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https://github.com/zeldaret/tmc
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start enemy4D.c
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@@ -0,0 +1,55 @@
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#include "global.h"
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#include "entity.h"
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#include "enemy.h"
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#include "functions.h"
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extern void sub_0803EE8C(Entity*);
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extern void (*const gUnk_080D0880[])(Entity*);
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extern void (*const gUnk_080D0898[])(Entity*);
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void Enemy4D(Entity* this) {
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EnemyFunctionHandler(this, gUnk_080D0880);
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}
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void sub_0803EAFC(Entity* this) {
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gUnk_080D0898[this->action](this);
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}
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void sub_0803EB14(Entity* this) {
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sub_0804AA30(this, gUnk_080D0880);
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}
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void sub_0803EB24(Entity* this) {
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sub_08001324(this);
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sub_0803EAFC(this);
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}
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void sub_0803EB34(Entity* this) {
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CreateDeathFx(this, 0xff, 0x57);
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}
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void nullsub_21() {
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}
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void sub_0803EB44(Entity* this) {
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Entity* pEVar1;
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sub_0804A720(this);
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pEVar1 = sub_0804A98C(this, 0x19, 0);
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if (pEVar1 != NULL) {
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pEVar1->parent = this;
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this->attachedEntity = pEVar1;
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this->flags |= 0x80;
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this->spriteSettings.b.draw = TRUE;
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this->animationState = 2;
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*((u8*)&this->field_0x7a + 1) = 0;
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*(u8*)&this->field_0x7c = 0;
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*((u8*)&this->field_0x7c + 2) = 0x28;
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*((u8*)&this->field_0x7c + 3) = 0xfe;
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this->field_0x80.HWORD = this->x.HALF.HI;
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this->field_0x82.HWORD = this->y.HALF.HI;
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InitAnimationForceUpdate(this, this->animationState << 2);
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sub_0803EE8C(this);
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}
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}
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