mirror of
https://github.com/zeldaret/tmc
synced 2026-08-17 21:33:45 -04:00
entity.spriteOrder -> entity.spriteRendering
This commit is contained in:
+2
-2
@@ -18,10 +18,10 @@ void Archway(Entity *this)
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this->spriteSettings.raw = v1 | 1;
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this->frameIndex = this->entityType.parameter;
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this->collisionLayer = 2;
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UpdateSpriteOrderAndFlip(this);
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UpdateSpriteForCollisionLayer(this);
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v3 = CheckIsDungeon();
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if (v3 != 0) {
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this->ticks.b0 = (this->ticks.b0 & 0xf8) | 1;
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this->spritePriority.b0 = (this->spritePriority.b0 & 0xf8) | 1;
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}
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}
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}
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+2
-2
@@ -11,8 +11,8 @@ void sub_08097D90(Entity* ent) {
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ent->action = 1;
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ent->spriteSettings.b.draw = 1;
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ent->collisionLayer = 1;
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ent->ticks.b0 = 0;
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UpdateSpriteOrderAndFlip(ent);
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ent->spritePriority.b0 = 0;
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UpdateSpriteForCollisionLayer(ent);
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InitAnimationForceUpdate(ent, 0);
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}
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+1
-1
@@ -176,7 +176,7 @@ void sub_08068BEC(Entity* this, u32 unused) {
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target = CreateFx(this, 0x44, 0);
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if (target) {
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target->ticks.b0 = 1;
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target->spritePriority.b0 = 1;
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PositionRelative(this, target, 0, -0x100000);
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PlaySFX(0xfa);
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}
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+1
-1
@@ -29,7 +29,7 @@ void sub_08083E20(Entity *this)
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{
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this->action = 3;
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this->spriteSettings.b.draw = 1;
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this->spriteOrder.alphaBlend = 0;
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this->spriteRendering.alphaBlend = 0;
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sub_080842D8(this);
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sub_08078828(this);
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}
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+1
-1
@@ -63,7 +63,7 @@ Entity * sub_080A2A64(Entity *parent)
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pEVar1 = CreateFx(parent, 0x20, 0);
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if (pEVar1 != NULL) {
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pEVar1->ticks.b0 = 7;
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pEVar1->spritePriority.b0 = 7;
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}
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return pEVar1;
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}
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+2
-2
@@ -13,8 +13,8 @@ void GiantLeaf(Entity* ent) {
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if (ent->action == 0) {
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ent->action = 1;
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ent->spriteSettings.b.draw = 1;
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ent->spriteOrder.b3 = 3;
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ent->ticks.b0 = 7;
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ent->spriteRendering.b3 = 3;
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ent->spritePriority.b0 = 7;
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ent->frameIndex = ent->entityType.form;
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sub_0808D618(ent);
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}
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+12
-12
@@ -160,9 +160,9 @@ void GreatFairy_WingsCallBehavior(Entity* this) {
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void GreatFairy_WingsInit(Entity* this) {
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GreatFairy_InitializeAnimation(this);
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this->ticks.b0 = 5;
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this->spritePriority.b0 = 5;
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this->spriteSettings.b.draw = 1;
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this->spriteOrder.alphaBlend = 1;
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this->spriteRendering.alphaBlend = 1;
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gScreen.controls.windowOutsideControl = 3904;
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gScreen.controls.mosaicSize = 2057;
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this->nonPlanarMovement = 1024;
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@@ -193,7 +193,7 @@ void GreatFairy_WakeCallBehavior(Entity* this) {
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void GreatFairy_WakeInit(Entity* this) {
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GreatFairy_InitializeAnimation(this);
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this->spriteSettings.b.draw = 1;
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this->ticks.b0 = 6;
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this->spritePriority.b0 = 6;
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}
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void GreatFairy_WakeUpdate(Entity* this) {
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@@ -252,7 +252,7 @@ void GreatFairy_MiniAffineCallBehavior(Entity* this) {
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void GreatFairy_MiniAffineInit(Entity* this) {
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GreatFairy_InitializeAnimation(this);
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this->ticks.b0 = 6;
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this->spritePriority.b0 = 6;
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this->spriteSettings.b.draw = 1;
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}
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@@ -266,7 +266,7 @@ void GreatFairy_MiniAffineInit2(Entity* this) {
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this->action = 2;
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this->actionDelay = 90;
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this->nonPlanarMovement = 4096;
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this->spriteOrder.b0 = 3;
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this->spriteRendering.b0 = 3;
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sub_0805EC9C(this, 256, 256, 0);
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}
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}
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@@ -295,7 +295,7 @@ void GreatFairy_DropletInit(Entity* this) {
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GreatFairy_InitializeAnimation(this);
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this->spriteSettings.b.draw = 1;
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this->height.HALF.HI = 0;
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this->ticks.b0 = 5;
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this->spritePriority.b0 = 5;
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PlaySFX(320);
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}
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@@ -314,7 +314,7 @@ void GreatFairy_RippleCallBehavior(Entity* this) {
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void GreatFairy_RippleInit(Entity* this) {
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GreatFairy_InitializeAnimation(this);
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this->spriteSettings.b.draw = 1;
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this->ticks.b0 = 6;
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this->spritePriority.b0 = 6;
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}
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void GreatFairy_RippleUpdate(Entity* this) {
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@@ -334,7 +334,7 @@ void GreatFairy_BigRippleInit(Entity* this) {
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GreatFairy_InitializeAnimation(this);
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this->actionDelay = 120;
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this->spriteSettings.b.draw = 1;
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this->ticks.b0 = 5;
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this->spritePriority.b0 = 5;
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PlaySFX(249);
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}
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@@ -362,7 +362,7 @@ void GreatFairy_EnergyCallBehavior(Entity* this) {
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void GreatFairy_EnergyInit(Entity* this) {
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GreatFairy_InitializeAnimation(this);
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this->spriteSettings.b.draw = 1;
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this->ticks.b0 = 5;
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this->spritePriority.b0 = 5;
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}
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void GreatFairy_EnergyUpdate(Entity* this) {
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@@ -389,8 +389,8 @@ void sub_08087150(Entity* this) {
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GreatFairy_InitializeAnimation(this);
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this->spriteSettings.b.draw = 1;
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this->spriteOrientation &= 63;
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this->spriteOrder.b0 = 0;
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this->ticks.b0 = 3;
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this->spriteRendering.b0 = 0;
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this->spritePriority.b0 = 3;
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this->nonPlanarMovement = 128;
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this->direction = 16;
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var = gUnk_0812079C[0];
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@@ -474,7 +474,7 @@ void sub_08087294(Entity* this) {
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void sub_080872AC(Entity* this) {
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this->spriteSettings.b.draw = 1;
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this->spriteOrientation.flipY = 1;
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this->spriteOrder.b0 = 0;
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this->spriteRendering.b0 = 0;
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this->field_0x68 = (u16)(this->x).HALF.HI;
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this->field_0x6a = (u16)(this->y).HALF.HI;
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this->direction = (u8)Random() & 0x1F;
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+2
-2
@@ -32,8 +32,8 @@ void sub_08021720(Entity *this)
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this->action = 1;
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this->spriteSettings.b.draw = 1;
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this->frameIndex = (this->entityType).form;
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this->spriteOrder.b3 = 1;
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this->ticks.b0 = 3;
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this->spriteRendering.b3 = 1;
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this->spritePriority.b0 = 3;
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}
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void nullsub_08(Entity* this){}
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@@ -30,7 +30,7 @@ void sub_0808E6E4(Entity* this) {
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if (CheckFlags(this->field_0x86)) {
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this->action = 2;
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this->spriteSettings.b.draw = 1;
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this->spriteOrder.b0 = 3;
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this->spriteRendering.b0 = 3;
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sub_0808E714(this);
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}
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}
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+1
-1
@@ -90,7 +90,7 @@ void sub_08018DE8(Entity *this)
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this->attachedEntity->previousActionFlag = 4;
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this->flags = this->flags | 0x80;
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this->action = 2;
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this->ticks.b0 = 2;
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this->spritePriority.b0 = 2;
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this->attachedEntity->spriteSettings.b.draw = 1;
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sub_08018FA0(this);
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break;
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+3
-3
@@ -69,14 +69,14 @@ void sub_08021DF0(Entity *this)
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sub_0804A720(this);
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if ((this->entityType).form != 0) {
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this->ticks.b1 = 1;
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this->spritePriority.b1 = 1;
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this->height.HALF.HI = -0x10;
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}
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this->direction = Random() & 0x1f;
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this->filler[0] = 1;
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this->ticks.b0 = 3;
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this->spritePriority.b0 = 3;
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this->collisionLayer = 3;
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UpdateSpriteOrderAndFlip(this);
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UpdateSpriteForCollisionLayer(this);
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sub_08021EF0(this);
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}
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+2
-2
@@ -270,7 +270,7 @@ void sub_0803CA0C(Entity *this) {
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if (sub_08003FC4(this, 0x1800) == 0 && this->animIndex <= 19) {
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InitAnimationForceUpdate(this, this->animationState + 20);
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this->ticks.b1 = 0;
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this->spritePriority.b1 = 0;
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}
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UpdateAnimationSingleFrame(this);
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@@ -370,7 +370,7 @@ void sub_0803CBAC(Entity *this) {
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this->action = 7;
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this->spriteSettings.b.draw = 1;
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this->ticks.b1 = 1;
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this->spritePriority.b1 = 1;
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this->flags2 &= 0x7b;
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@@ -38,7 +38,7 @@ void sub_0809EA34(Entity* this) {
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this->flags2 = 10;
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this->boundingBox = &gUnk_080FD150;
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sub_0809EAD8(this);
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UpdateSpriteOrderAndFlip(this);
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UpdateSpriteForCollisionLayer(this);
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sub_0809EABC(this);
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}
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@@ -110,7 +110,7 @@ void sub_0809EB80(Entity* this) {
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this->flags2 = 10;
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this->boundingBox = &gUnk_080FD150;
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sub_0809EAD8(this);
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UpdateSpriteOrderAndFlip(this);
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UpdateSpriteForCollisionLayer(this);
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if (CheckFlags(this->cutsceneBeh.HWORD) != 0) {
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this->action = 3;
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this->frameIndex = 2;
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+1
-1
@@ -103,7 +103,7 @@ void sub_08092A94(Entity *this) {
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this->height.HALF.HI -= 0x20;
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this->y.HALF.HI += 0x20;
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this->spriteOrder.b3 = 2;
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this->spriteRendering.b3 = 2;
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}
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// Probably falling down
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@@ -16,8 +16,8 @@ void MinishSizedEntrance(Entity* this)
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void sub_08090EC0(Entity *this)
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{
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this->action = 1;
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this->spriteOrder.b3 = 3;
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this->ticks.b0 = 7;
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this->spriteRendering.b3 = 3;
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this->spritePriority.b0 = 7;
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this->frameIndex = (this->entityType).parameter;
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if (CheckIsDungeon()) {
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this->frameIndex += 4;
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+3
-3
@@ -92,11 +92,11 @@ void sub_0808F1F8(Entity *this)
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{
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u8 bVar1;
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this->spriteOrder.b0 = 3;
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this->spriteRendering.b0 = 3;
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this->action++;
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this->spriteOrder.b3 = this->parent->spriteOrder.b3;
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this->spriteRendering.b3 = this->parent->spriteRendering.b3;
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this->spriteOrientation.flipY = this->parent->spriteOrientation.flipY;
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this->ticks.b0 = 7;
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this->spritePriority.b0 = 7;
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InitializeAnimation(this, 1);
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sub_0808F244(this);
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}
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+2
-2
@@ -17,8 +17,8 @@ void Object86(Entity* this) {
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void sub_08099DD0(Entity* this) {
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this->collisionLayer = 1;
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this->spriteOrder.b3 = 3;
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this->ticks.b0 = 7;
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this->spriteRendering.b3 = 3;
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this->spritePriority.b0 = 7;
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this->previousActionFlag = 0;
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if (GetInventoryValue(0x46)) {
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this->action = 4;
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+3
-3
@@ -28,7 +28,7 @@ void PositionRelative(Entity* source, Entity* target, s32 offsetX, s32 offsetY)
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target->height = source->height; // ldr
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target->collisionLayer = source->collisionLayer;
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UpdateSpriteOrderAndFlip(target);
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UpdateSpriteForCollisionLayer(target);
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}
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void CopyPositionAndSpriteOffset(Entity *param_1,Entity *param_2)
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@@ -47,10 +47,10 @@ void sub_0806FA90(Entity *param_1,Entity *param_2, s32 offsetX, s32 offsetY)
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void ResolveEntityOnTop(Entity *param_1,Entity *param_2)
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{
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param_2->ticks.b0 = gUnk_08114F78[param_1->ticks.b0];
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param_2->spritePriority.b0 = gUnk_08114F78[param_1->spritePriority.b0];
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}
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void sub_0806FAD8(Entity *param_1,Entity *param_2)
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{
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param_2->ticks.b0 = gUnk_08114F80[param_1->ticks.b0];
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param_2->spritePriority.b0 = gUnk_08114F80[param_1->spritePriority.b0];
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}
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@@ -29,7 +29,7 @@ void sub_0809E83C(Entity* this) {
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}
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this->action = 1;
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this->collisionLayer = 2;
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UpdateSpriteOrderAndFlip(this);
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UpdateSpriteForCollisionLayer(this);
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}
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void sub_0809E86C(Entity* this) {
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@@ -76,7 +76,7 @@ void sub_0809E918(Entity* this) {
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fx->x.HALF.HI += i[0];
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fx->y.HALF.HI += i[1];
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fx->collisionLayer = 2;
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UpdateSpriteOrderAndFlip(fx);
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UpdateSpriteForCollisionLayer(fx);
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}
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i += sizeof(s16);
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}
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+1
-1
@@ -13,7 +13,7 @@ void WindTribeFlag(Entity *this)
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else {
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this->spriteSettings.b.flipX = 1;
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}
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UpdateSpriteOrderAndFlip(this);
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UpdateSpriteForCollisionLayer(this);
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InitializeAnimation(this,0);
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}
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else {
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