mirror of
https://github.com/zeldaret/tmc
synced 2026-08-16 13:17:13 -04:00
name remaining entity fields
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@@ -28,8 +28,8 @@ void ArrowProjectile_OnTick(Entity* this) {
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}
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void sub_080A9334(Entity* this) {
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if ((this->bitfield & 0x80) != 0) {
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if ((this->bitfield & 0x3f) != 0) {
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if ((this->contactFlags & 0x80) != 0) {
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if ((this->contactFlags & 0x3f) != 0) {
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ModHealth(-2);
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sub_080A9488(this);
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this->knockbackDuration = 0;
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@@ -44,8 +44,8 @@ void ArrowProjectile_Init(Entity* this) {
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this->action = 1;
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this->spriteSettings.draw = 1;
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COLLISION_OFF(this);
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this->actionDelay = 0x6a;
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this->field_0xf = 0;
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this->timer = 0x6a;
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this->subtimer = 0;
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this->zVelocity = 0xa00;
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sub_080A94C0(this, this->type);
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}
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@@ -55,10 +55,10 @@ void ArrowProjectile_Action1(Entity* this) {
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if ((parent == NULL) || (parent->next == NULL)) {
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DeleteThisEntity();
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}
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if (this->field_0xf != 0) {
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if (this->subtimer != 0) {
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DeleteThisEntity();
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}
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if (parent->field_0xf != 0) {
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if (parent->subtimer != 0) {
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this->action = 2;
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COLLISION_ON(this);
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parent->child = NULL;
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@@ -70,18 +70,18 @@ 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->actionDelay = 0x20;
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this->timer = 0x20;
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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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} else if (--this->actionDelay == 0) {
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} else if (--this->timer == 0) {
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DeleteThisEntity();
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}
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ProcessMovement3(this);
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}
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void ArrowProjectile_Action3(Entity* this) {
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if (--this->actionDelay == 0) {
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if (--this->timer == 0) {
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DeleteThisEntity();
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}
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GetNextFrame(this);
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@@ -92,8 +92,8 @@ void ArrowProjectile_Action4(Entity* this) {
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CreateDust(this);
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DeleteThisEntity();
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} else {
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if (--this->actionDelay == 0) {
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this->actionDelay = 2;
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if (--this->timer == 0) {
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this->timer = 2;
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this->animationState = (this->animationState + 1) & 3;
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sub_080A94C0(this, this->animationState);
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}
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@@ -103,7 +103,7 @@ void ArrowProjectile_Action4(Entity* this) {
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void sub_080A9488(Entity* this) {
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this->action = 4;
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COLLISION_OFF(this);
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this->actionDelay = 2;
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this->timer = 2;
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this->zVelocity = 0x18000;
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this->animationState = (this->knockbackDirection & 0x18) >> 3;
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EnqueueSFX(SFX_METAL_CLINK);
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