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d_a_e_tk_ball Matching (#2402)
* d_a_e_tk_ball matching * d_a_e_tk_ball cleanup * d_a_e_tk_ball comments
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@@ -522,6 +522,8 @@ public:
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void OnTgSetBit() { mObjTg.OnSPrmBit(1); }
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void OffTgSetBit() { mObjTg.ClrSet(); }
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void OnCoSetBit() { mObjCo.OnSPrmBit(1); }
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void OffAtVsEnemyBit() { mObjAt.OffSPrmBit(0x2); }
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void OnAtVsEnemyBit() { mObjAt.OnSPrmBit(0x2); }
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void OffAtVsPlayerBit() { mObjAt.OffSPrmBit(0xC); }
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void OnAtVsPlayerBit() { mObjAt.OnSPrmBit(0xC); }
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void OnCoSPrmBit(u32 flag) { mObjCo.OnSPrmBit(flag); }
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@@ -1,21 +1,45 @@
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#ifndef D_A_E_TK_BALL_H
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#define D_A_E_TK_BALL_H
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#include "f_op/f_op_actor_mng.h"
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#include "f_op/f_op_actor.h"
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#include "d/d_cc_d.h"
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/**
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* @ingroup actors-enemies
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* @class e_tk_ball_class
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* @brief Fire/Water Toadpoli Ball
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*
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* @details
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*
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*
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* @details Projectiles spat by Toadpoli enemies at the player.
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* Two types exist: fire and water. Link can deflect these balls
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* with his shield or slice them with his sword. When deflected
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* while locked on to the enemy, they will return to the Toadpoli
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* that fired them.
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*/
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class e_tk_ball_class : public fopEn_enemy_c {
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public:
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/* 0x5ac */ u8 field_0x5ac[0x8cc - 0x5ac];
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/* 0x5AC */ request_of_phase_process_class mPhaseReq;
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/* 0x5B4 */ u8 mType;
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/* 0x5B5 */ u8 mArg1;
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/* 0x5B8 */ J3DModel* mpModel;
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/* 0x5BC */ Z2SoundObjSimple mSound;
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/* 0x5DC */ s16 mLifetime;
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/* 0x5DE */ s16 mAction;
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/* 0x5E0 */ s16 mMode;
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/* 0x5E2 */ s16 mActionTimer[2];
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/* 0x5E6 */ s16 mInvincibilityTimer;
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/* 0x5E8 */ cXyz mInitalPosition;
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/* 0x5F4 */ f32 mInitalDistance;
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/* 0x5F8 */ f32 mArcHeight;
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/* 0x5FC */ dCcD_Stts mStts;
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/* 0x638 */ dCcD_Sph mAtSph;
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/* 0x770 */ dCcD_Sph mTgSph;
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/* 0x8A8 */ u32 mParticleKey[2];
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/* 0x8B0 */ cXyz mParticleDirection;
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/* 0x8BC */ cXyz mPreviousPosition;
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/* 0x8C8 */ bool mSuspended;
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};
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STATIC_ASSERT(sizeof(e_tk_ball_class) == 0x8cc);
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STATIC_ASSERT(sizeof(e_tk_ball_class) == 0x8CC);
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#endif /* D_A_E_TK_BALL_H */
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