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Implement dCom attention inlines
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@@ -11,6 +11,7 @@
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#include "d/d_s_play.h"
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#include "m_Do/m_Do_ext.h"
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#include "JSystem/JKernel/JKRSolidHeap.h"
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#include "SSystem/SComponent/c_angle.h"
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s32 dAttention_c::loc_type_num = 3;
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u32 dAttention_c::act_type_num = 5;
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@@ -378,12 +379,12 @@ void dAttention_c::stockAttention(u32 interactMask) {
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if (pTarget != mLockOnList[0].getActor()) {
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if (pTarget != NULL) {
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if (mLockOnList[0].getActor() != NULL)
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mFlags |= 2;
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setFlag(0x02);
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} else {
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mFlags |= 1;
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setFlag(0x01);
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}
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mFlags |= 4;
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setFlag(0x04);
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}
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LockonTarget(0);
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@@ -452,12 +453,12 @@ BOOL sound_attention(fopAc_ac_c* actor, void* userWork) {
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void dAttention_c::runSoundProc() {
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mEnemyBsPcId = fpcM_ERROR_PROCESS_ID_e;
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mEnemyDistance = 10000.0f;
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if (!(mFlags & 0x80000000)) {
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if (!chkFlag(0x80000000)) {
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fopAcIt_Executor((fopAcIt_ExecutorFunc)sound_attention, this);
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fopAc_ac_c* actor = fopAcM_SearchByID(mEnemyBsPcId);
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if (actor != NULL) {
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mDoAud_bgmNowBattle(mEnemyDistance * 0.1f);
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mFlags |= 0x100;
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setFlag(0x100);
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}
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}
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}
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