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bpw partial cleanup, fix inline usage across several actors
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@@ -1174,15 +1174,14 @@ static void head_damage(bst_class* i_this) {
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cLib_addCalc2(&bomb->current.pos.y, actor->current.pos.y + 90.0f + REG0_F(0xb), 1.0f, 30.0f);
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cLib_addCalc2(&bomb->current.pos.z, actor->current.pos.z, 1.0f, 30.0f);
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}
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if (i_this->m10FC[0] == 0) {
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anm_init(i_this, BST_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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i_this->mDamage++;
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i_this->m2EE0[0] = dComIfGp_particle_set(dPa_name::ID_SCENE_81E3, &actor->current.pos);
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fopAcM_seStart(actor, JA_SE_CM_BST_MOUTH_CLOSE, 0);
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i_this->m10FC[0] = 0x3c;
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} else {
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if (i_this->m10FC[0] != 0) {
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break;
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}
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anm_init(i_this, BST_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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i_this->mDamage++;
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i_this->m2EE0[0] = dComIfGp_particle_set(dPa_name::ID_SCENE_81E3, &actor->current.pos);
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fopAcM_seStart(actor, JA_SE_CM_BST_MOUTH_CLOSE, 0);
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i_this->m10FC[0] = 0x3c;
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// fallthrough
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}
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case 5:
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