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m_Do_main / f_ap_game / f_op_actor debug work and misc (#2744)
* m_Do_main / f_ap_game debug stuff * revolution sdk compatibility * f_op_actor debug work * rename fopAcM_SetupActor to fopAcM_ct * fix build * fix jp/pal splits
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@@ -61,7 +61,7 @@ static BOOL hitCheck(daSwc00_c* i_swc) {
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int daSwc00_Draw(daSwc00_c* i_this) {
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fopAc_ac_c* a_this = i_this;
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if (g_envHIO.mOther.field_0x46) {
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if (g_envHIO.mOther.mDisplayTransparentCyl) {
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int shape = daSwc00_getShape(i_this);
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if (shape == 3) {
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GXColor local_44 = {0, 0, 0xff, 0xa0};
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@@ -268,7 +268,7 @@ static inline int daSwc00_getScale(daSwc00_c* i_this) {
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/* 805A1B2C-805A1D8C 0007AC 0260+00 2/0 0/0 0/0 .text daSwc00_Create__FP10fopAc_ac_c */
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static int daSwc00_Create(fopAc_ac_c* a_this) {
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daSwc00_c* i_this = (daSwc00_c*)a_this;
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fopAcM_SetupActor(i_this, daSwc00_c);
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fopAcM_ct(i_this, daSwc00_c);
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fpc_ProcID id = fopAcM_GetID(a_this);
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int sw1 = daSwc00_getSw1No(i_this);
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if (dComIfGs_isSwitch(sw1, fopAcM_GetRoomNo(a_this))) {
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