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clangd: Started fixing warnings and errors, code cleanup
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@@ -471,7 +471,7 @@ static void action_dousa(am2_class* i_this) {
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}
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i_this->mState++;
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// Fall-through
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case 1:
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case 1: {
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f32 playerDist = fopAcM_searchPlayerDistance(i_this);
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if (playerDist < i_this->mAreaRadius) {
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cXyz centerPos = player->current.pos;
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@@ -487,6 +487,7 @@ static void action_dousa(am2_class* i_this) {
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}
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}
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break;
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}
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case 2:
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if (i_this->mpMorf->checkFrame(24.0f)) {
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fopAcM_seStart(i_this, JA_SE_CM_AM2_SPIKE_OUT, 0);
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@@ -496,12 +497,12 @@ static void action_dousa(am2_class* i_this) {
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}
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i_this->mState++;
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// Fall-through
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case 3:
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case 3: {
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for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
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i_this->mCountUpTimers[i] = 0;
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}
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i_this->speedF = 0.0f;
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playerDist = fopAcM_searchPlayerDistance(i_this);
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f32 playerDist = fopAcM_searchPlayerDistance(i_this);
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f32 radiusAdjust = 200.0f;
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if (playerDist > i_this->mAreaRadius + radiusAdjust) {
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i_this->mState = 6;
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@@ -518,6 +519,7 @@ static void action_dousa(am2_class* i_this) {
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i_this->mState++;
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}
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break;
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}
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case 4:
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if (i_this->mAcch.ChkGroundHit()) {
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i_this->gravity = -3.0f;
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@@ -961,7 +963,7 @@ static void action_itai(am2_class* i_this) {
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static void action_handou_move(am2_class* i_this) {
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daPy_py_c* player = daPy_getPlayerActorClass();
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switch (i_this->mState) {
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case 0x1E:
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case 0x1E: {
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i_this->speedF = 40.0f;
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s16 angleToPlayer = fopAcM_searchPlayerAngleY(i_this);
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i_this->current.angle.y = angleToPlayer + 0x8000;
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@@ -975,6 +977,8 @@ static void action_handou_move(am2_class* i_this) {
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i_this->mNeedleCyl.ClrTgHit();
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i_this->mTargetAngleY = i_this->current.angle.y;
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i_this->mState++;
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// Fall-through
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}
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case 0x1F:
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fopAcM_seStart(i_this, JA_SE_CM_AM2_SLIP, 0);
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cLib_addCalc0(&i_this->speedF, 0.8f, 2.0f);
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