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https://github.com/zeldaret/tp
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d_a_b_oh2 / d_a_obj_web0 / d_a_obj_web1 (#243)
* d_a_obj_web0 / d_a_obj_web1 * remove asm * d_a_set_bgobj * d_cc_s work * remove asm * build fix * fix tp.py progress check and rel sha1 check * clean up some bg files
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@@ -286,6 +286,10 @@ inline const cXyz& fopAcM_GetPosition_p(const fopAc_ac_c* p_actor) {
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return p_actor->current.pos;
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}
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inline dJntCol_c* fopAcM_GetJntCol(fopAc_ac_c* i_actor) {
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return i_actor->mJntCol;
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}
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inline void dComIfGs_onSwitch(int i_no, int i_roomNo);
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inline void dComIfGs_offSwitch(int i_no, int i_roomNo);
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inline BOOL dComIfGs_isSwitch(int i_no, int i_roomNo);
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@@ -544,6 +548,10 @@ inline f32 fopAcM_searchPlayerDistanceXZ2(const fopAc_ac_c* actor) {
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return fopAcM_searchActorDistanceXZ2(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
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}
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inline f32 fopAcM_searchPlayerDistanceXZ(const fopAc_ac_c* actor) {
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return fopAcM_searchActorDistanceXZ(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
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}
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inline f32 fopAcM_searchPlayerDistance(const fopAc_ac_c* actor) {
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return fopAcM_searchActorDistance(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
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}
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@@ -555,6 +563,16 @@ inline void fopAcM_seStartCurrent(const fopAc_ac_c* actor, u32 sfxID, u32 param_
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mDoAud_seStart(sfxID, &actor->current.pos, param_2, dComIfGp_getReverb(roomNo));
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}
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inline void fopAcM_seStart(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
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s8 roomNo = fopAcM_GetRoomNo(actor);
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mDoAud_seStart(sfxID, &actor->mEyePos, param_2, dComIfGp_getReverb(roomNo));
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}
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inline void fopAcM_seStartLevel(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
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s8 roomNo = fopAcM_GetRoomNo(actor);
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i_mDoAud_seStartLevel(sfxID, &actor->mEyePos, param_2, dComIfGp_getReverb(roomNo));
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}
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extern "C" {
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void fopAcM_initManager__Fv(void);
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void fopAcM_CreateAppend__Fv(void);
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