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bpw partial cleanup, fix inline usage across several actors
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@@ -2152,7 +2152,7 @@ void damage_check(bb_class* i_this) {
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dComIfGp_particle_setToon(dPa_name::ID_COMMON_0438, &a_this->current.pos, &a_this->current.angle, NULL, 0xFF, NULL,
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fopAcM_GetRoomNo(a_this), &a_this->tevStr.mColorK0, &a_this->tevStr.mColorK0);
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i_this->mParticleCallBack.end();
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i_this->mParticleCallBack.remove();
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emitter = dComIfGp_particle_setToon(dPa_name::ID_COMMON_0439, &a_this->current.pos, &a_this->current.angle, NULL, 0xFF, &i_this->mParticleCallBack,
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fopAcM_GetRoomNo(a_this));
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@@ -2514,7 +2514,7 @@ static BOOL daBb_Delete(bb_class* i_this) {
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#if VERSION == VERSION_DEMO
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l_bbHIO.removeHIO();
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#endif
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i_this->mParticleCallBack.end();
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i_this->mParticleCallBack.remove();
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enemy_fire_remove(&i_this->mEnemyFire);
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#if VERSION > VERSION_DEMO
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if (i_this->actor.heap != NULL) {
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