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Add enum for attention types
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@@ -197,7 +197,7 @@ static BOOL medama_atari_check(am2_class* i_this) {
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ret = true;
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if (i_this->mCurrBckIdx == AM2_BCK_SLEEP) {
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anm_init(i_this, AM2_BCK_WAIT, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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i_this->attention_info.flags = fopAc_Attn_LOCKON_ENEMY_e;
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i_this->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
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fopAcM_OnStatus(i_this, fopAcStts_SHOWMAP_e);
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i_this->mNeedleCyl.OnAtSetBit();
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i_this->mNeedleCyl.OnAtHitBit();
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@@ -499,7 +499,7 @@ static void action_dousa(am2_class* i_this) {
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cXyz centerPos = player->current.pos;
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centerPos.y += 100.0f + g_regHIO.mChild[12].mFloatRegs[19];
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if (Line_check(i_this, centerPos)) {
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i_this->attention_info.flags = fopAc_Attn_LOCKON_ENEMY_e;
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i_this->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
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fopAcM_OnStatus(i_this, fopAcStts_SHOWMAP_e);
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anm_init(i_this, AM2_BCK_START, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_AWAKE, 0);
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@@ -785,7 +785,7 @@ static void action_mahi(am2_class* i_this) {
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actor->shape_angle.y += 0x1000;
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if (i_this->mAcch.ChkGroundHit()) {
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actor->gravity = -3.0f;
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actor->attention_info.flags = fopAc_Attn_LOCKON_ENEMY_e;
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actor->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
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fopAcM_OnStatus(actor, fopAcStts_SHOWMAP_e);
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i_this->mAction = ACTION_DOUSA;
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i_this->mState = 3;
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@@ -1329,7 +1329,7 @@ static s32 daAM2_Create(fopAc_ac_c* i_actor) {
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i_this->mEnemyIce.mpActor = i_this;
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i_this->mEnemyIce.mWallRadius = 50.0f;
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i_this->mEnemyIce.mCylHeight = 100.0f;
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i_this->attention_info.distances[4] = 9;
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i_this->attention_info.distances[fopAc_Attn_TYPE_CARRY_e] = 9;
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fopAcM_OnStatus(i_this, fopAcStts_UNK8000000_e);
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