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https://github.com/zeldaret/tp
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d_a_obj_cowdoor OK
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@@ -111,6 +111,8 @@ bool dBgS_CheckBGroundPoly(cBgS_PolyInfo const&);
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bool dBgS_CheckBWallPoly(cBgS_PolyInfo const&);
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void dBgS_MoveBGProc_Typical(dBgW* param_0, void* param_1, cBgS_PolyInfo const& param_2,
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bool param_3, cXyz* param_4, csXyz* param_5, csXyz* param_6);
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void dBgS_MoveBGProc_TypicalRotY(dBgW* param_0, void* param_1, cBgS_PolyInfo const& param_2,
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bool param_3, cXyz* param_4, csXyz* param_5, csXyz* param_6);
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f32 dBgS_GetNY(cBgS_PolyInfo const& poly);
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#endif /* D_BG_D_BG_S_H */
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@@ -1,6 +1,22 @@
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#ifndef D_A_OBJ_COWDOOR_H
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#define D_A_OBJ_COWDOOR_H
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#include "dolphin/types.h"
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#include "d/bg/d_bg_s_movebg_actor.h"
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#include "d/com/d_com_inf_game.h"
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#include "f_op/f_op_actor_mng.h"
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class daCowdoor_c : public dBgS_MoveBgActor {
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public:
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/* 80BCC7F8 */ void setBaseMtx();
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/* 80BCC86C */ int Create();
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/* 80BCC8C4 */ int CreateHeap();
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/* 80BCC93C */ int create();
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/* 80BCCA1C */ int Execute(f32 (**)[3][4]);
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/* 80BCCA48 */ int Draw();
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/* 80BCCAEC */ int Delete();
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/* 0x5A0 */ request_of_phase_process_class field_0x5a0;
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/* 0x5A8 */ J3DModel* field_0x5a8;
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}; // Size: 0x5AC
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#endif /* D_A_OBJ_COWDOOR_H */
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