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Add developer-specific macros for g_regHIO child registers
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+13
-13
@@ -363,7 +363,7 @@ static BOOL body_atari_check(am2_class* i_this) {
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/* 00000F54-00000FF4 .text BG_check__FP9am2_class */
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static void BG_check(am2_class* i_this) {
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f32 halfHeight = 40.0f + g_regHIO.mChild[8].mFloatRegs[12];
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f32 halfHeight = 40.0f + REG8_F(12);
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i_this->mAcchCir.SetWall(halfHeight, i_this->mAcchRadius);
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i_this->current.pos.y -= i_this->mCorrectionOffsetY;
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@@ -378,7 +378,7 @@ static BOOL Line_check(am2_class* i_this, cXyz destPos) {
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fopAc_ac_c* actor = i_this;
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dBgS_LinChk linChk;
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cXyz centerPos = actor->current.pos;
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centerPos.y += 100.0f + g_regHIO.mChild[12].mFloatRegs[19];
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centerPos.y += 100.0f + REG12_F(19);
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i_this->mLinChkCenter = centerPos;
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i_this->mLinChkDest = destPos;
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linChk.Set(¢erPos, &destPos, actor);
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@@ -413,7 +413,7 @@ static BOOL naraku_check(am2_class* i_this) {
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i_this->mCountDownTimers[4] = 1*30;
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waterPillarPos.y = i_this->mAcch.m_wtr.GetHeight();
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f32 centerY = i_this->current.pos.y + 80.0f;
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f32 scaleY = (0.1f + g_regHIO.mChild[8].mFloatRegs[1]) * (waterPillarPos.y - centerY);
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f32 scaleY = (0.1f + REG8_F(1)) * (waterPillarPos.y - centerY);
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if (scaleY < 0.0f) {
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scaleY = 0.3f;
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} else if (scaleY > 1.0f) {
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@@ -431,7 +431,7 @@ static BOOL naraku_check(am2_class* i_this) {
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}
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}
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f32 waterSinkDepth = 80.0f + g_regHIO.mChild[12].mFloatRegs[0];
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f32 waterSinkDepth = 80.0f + REG12_F(0);
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if (i_this->current.pos.y < i_this->mAcch.m_wtr.GetHeight() - waterSinkDepth) {
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i_this->speedF = 0.0f;
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i_this->speed.setall(0.0f);
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@@ -457,7 +457,7 @@ static void action_dousa(am2_class* i_this) {
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offset.set(0.0f, 0.0f, 200.0f);
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MtxPosition(&offset, &rotOffset);
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rotOffset += i_this->current.pos;
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rotOffset.y += 100.0f + g_regHIO.mChild[12].mFloatRegs[19];
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rotOffset.y += 100.0f + REG12_F(19);
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}
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switch (i_this->mState) {
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@@ -465,7 +465,7 @@ static void action_dousa(am2_class* i_this) {
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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->mAcchRadius = 80.0f + g_regHIO.mChild[8].mFloatRegs[11];
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i_this->mAcchRadius = 80.0f + REG8_F(11);
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if (i_this->mCurrBckIdx != AM2_BCK_WAIT) {
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anm_init(i_this, AM2_BCK_WAIT, 10.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
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}
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@@ -475,7 +475,7 @@ static void action_dousa(am2_class* i_this) {
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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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centerPos.y += 100.0f + g_regHIO.mChild[12].mFloatRegs[19];
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centerPos.y += 100.0f + REG12_F(19);
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if (Line_check(i_this, centerPos)) {
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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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@@ -663,7 +663,7 @@ static void action_mahi(am2_class* i_this) {
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i_this->mCountUpTimers[1] = 0;
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}
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if (fopAcM_CheckStatus(actor, fopAcStts_CARRY_e)) {
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i_this->mAcchRadius = 40.0f + g_regHIO.mChild[8].mFloatRegs[10];
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i_this->mAcchRadius = 40.0f + REG8_F(10);
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i_this->mbMadeWaterSplash = false;
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i_this->mRippleCb.end();
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i_this->mPickedUpYPos = actor->current.pos.y;
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@@ -687,7 +687,7 @@ static void action_mahi(am2_class* i_this) {
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cLib_addCalcAngleS2(&actor->shape_angle.y, actor->current.angle.y, 1, 0x1000);
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}
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if (!fopAcM_CheckStatus(actor, fopAcStts_CARRY_e)) {
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i_this->mAcchRadius = 40.0f + g_regHIO.mChild[8].mFloatRegs[10];
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i_this->mAcchRadius = 40.0f + REG8_F(10);
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i_this->mBodyCyl.OnCoSetBit();
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if (actor->speedF > 0.0f) {
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actor->gravity = -5.0f;
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@@ -1129,7 +1129,7 @@ static BOOL daAM2_Execute(am2_class* i_this) {
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actor->attention_info.position = actor->current.pos;
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actor->attention_info.position.y += 120.0f;
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actor->eyePos = i_this->mEyeballPos;
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actor->eyePos.y -= 15.0f + g_regHIO.mChild[8].mFloatRegs[2];
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actor->eyePos.y -= 15.0f + REG8_F(2);
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i_this->mBodyCyl.SetC(i_this->current.pos);
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i_this->mBodyCyl.SetH(150.0f);
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@@ -1138,7 +1138,7 @@ static BOOL daAM2_Execute(am2_class* i_this) {
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i_this->mNeedleCyl.SetC(i_this->mNeedlePos);
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i_this->mNeedleCyl.SetH(20.0f);
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i_this->mNeedleCyl.SetR(55.0f + g_regHIO.mChild[8].mFloatRegs[3]);
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i_this->mNeedleCyl.SetR(55.0f + REG8_F(3));
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dComIfG_Ccsp()->Set(&i_this->mNeedleCyl);
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i_this->mEyeSph.SetC(i_this->mEyeballPos);
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@@ -1272,7 +1272,7 @@ static s32 daAM2_Create(fopAc_ac_c* i_actor) {
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if (i_this->mStartsInactive == 0xFF) {
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i_this->mStartsInactive = 0;
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}
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if (g_regHIO.mChild[8].mShortRegs[9] != 0) {
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if (REG8_S(9) != 0) {
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i_this->mType = 1;
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}
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if (i_this->mPrmAreaRadius == 0xFF || i_this->mPrmAreaRadius == 0) {
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@@ -1459,7 +1459,7 @@ static s32 daAM2_Create(fopAc_ac_c* i_actor) {
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i_this->mState = 0xC;
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}
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i_this->mAcchRadius = 40.0f + g_regHIO.mChild[8].mFloatRegs[10];
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i_this->mAcchRadius = 40.0f + REG8_F(10);
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}
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return phase_state;
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