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Use horrible hack to fakematch weak order of f_op_actor_mng
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@@ -467,6 +467,9 @@ public:
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void getRopeJumpLand() const {}
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void checkRopeForceEnd() const {}
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// This class's weak virtual functions tend to cause weak function ordering issues in TUs that use them.
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// The proper way to match this is still unknown, so some of the definitions have been temporarily commented out
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// here so that they can be fakematched instead.
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virtual MtxP getLeftHandMatrix() = 0;
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virtual MtxP getRightHandMatrix() = 0;
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virtual f32 getGroundY() = 0;
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@@ -478,7 +481,7 @@ public:
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virtual BOOL checkFrontRoll() const { return FALSE; }
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virtual BOOL checkBottleSwing() const { return FALSE; }
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virtual BOOL checkCutCharge() const { return FALSE; }
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virtual BOOL getBokoFlamePos(cXyz*) { return FALSE; }
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virtual BOOL getBokoFlamePos(cXyz*);// { return FALSE; }
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virtual BOOL checkTactWait() const { return FALSE; }
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virtual void setTactZev(unsigned int, int, char*) {}
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virtual void onDekuSpReturnFlg(u8) {}
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@@ -487,14 +490,14 @@ public:
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virtual f32 getBaseAnimeFrame() = 0;
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virtual u32 getItemID() const { return -1; }
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virtual u32 getThrowBoomerangID() const { return -1; }
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virtual u32 getGrabActorID() const { return -1; }
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virtual u32 getGrabActorID() const;// { return -1; }
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virtual BOOL checkGrabBarrel() { return FALSE; }
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virtual u32 checkPlayerNoDraw() { return FALSE; }
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virtual BOOL checkRopeTag() { return FALSE; }
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virtual BOOL checkRopeReadyAnime() const { return FALSE; }
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virtual void voiceStart(u32) {}
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virtual void setOutPower(f32, s16, int) {}
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virtual void onFrollCrashFlg(u32) {}
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virtual void onFrollCrashFlg(u32);// {}
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virtual MtxP getModelJointMtx(u16) { return NULL; }
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virtual f32 getOldSpeedY() { return 0.0f; }
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virtual BOOL setHookshotCarryOffset(unsigned int, const cXyz*) { return FALSE; }
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