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https://github.com/zeldaret/tmc
synced 2026-09-06 19:10:56 -04:00
Even more
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@@ -70,7 +70,7 @@ void ArrowProjectile_Action2(Entity* this) {
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if (this->collisions != COL_NONE) {
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this->action = 3;
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COLLISION_OFF(this);
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this->timer = 0x20;
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this->timer = 32;
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InitializeAnimation(this, this->animIndex + 2);
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EnqueueSFX(SFX_18A);
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LinearMoveUpdate(this);
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@@ -36,7 +36,7 @@ void sub_080A8470(Entity* this) {
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void DekuSeedProjectile_Init(Entity* this) {
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this->action = 1;
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this->timer = 0x30;
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this->timer = 48;
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this->subtimer = 0;
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this->z.HALF.HI -= 4;
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if (CheckGlobalFlag(TABIDACHI) == 0) {
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@@ -25,7 +25,7 @@ void sub_080A9DD8(Entity* this) {
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void LakituLightning_Init(Entity* this) {
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this->action = 1;
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this->timer = 0xb4;
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this->timer = 180;
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this->health = 1;
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InitializeAnimation(this, 0);
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}
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@@ -53,7 +53,7 @@ void sub_080A9EBC(Entity* this) {
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this->field_0x82.HALF.LO = 2;
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this->animationState = 0xff;
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sub_080AA270(this);
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this->subtimer = 0x20;
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this->subtimer = 32;
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}
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break;
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default:
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@@ -134,7 +134,7 @@ void MandiblesProjectile_Action3(Entity* this) {
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if ((this->frame & ANIM_DONE) != 0) {
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this->action = 4;
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this->field_0x82.HALF.LO = 3;
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this->subtimer = 0x40;
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this->subtimer = 64;
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uVar1 = entity->animationState;
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this->direction = uVar1 << 2;
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this->animationState = uVar1 << 0x1a >> 0x1a;
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@@ -280,7 +280,7 @@ void sub_080AA320(Entity* this) {
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this->field_0x82.HALF.LO = 1;
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this->subtimer = 0;
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parent->action = 2;
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parent->subtimer = 0x30;
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parent->subtimer = 48;
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parent->field_0x80.HWORD = 0x50;
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parent->speed = 0;
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parent->direction = sub_08049F84(parent, 0);
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@@ -58,7 +58,7 @@ void OctorokBossProjectile_Init(Entity* this) {
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this->direction = this->direction - (Random() & 7);
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}
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this->speed = 0x200;
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this->timer = 0x30;
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this->timer = 48;
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LinearMoveAngle(this, 0x5000, this->direction);
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InitializeAnimation(this, 5);
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break;
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@@ -26,7 +26,7 @@ void sub_080A8064(Entity* this) {
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void RockProjectile_Init(Entity* this) {
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this->action = 1;
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this->timer = 0x30;
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this->timer = 48;
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this->zVelocity = Q_16_16(0.625);
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InitializeAnimation(this, 0);
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}
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@@ -82,7 +82,7 @@ void V3ElectricProjectile_Action1(Entity* this) {
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SoundReq(SFX_193);
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} else {
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this->action = 3;
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this->timer = 0x10;
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this->timer = 16;
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}
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this->z.HALF.HI -= 0x28;
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}
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@@ -146,7 +146,7 @@ void sub_080AC200(Entity* this) {
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if (--this->timer)
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return;
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this->timer = 0x10;
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this->timer = 16;
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proj = CreateProjectile(V3_ELECTRIC_PROJECTILE);
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if (proj) {
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