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Rewrote _execute to increase accuracy. Only issue in .text is a label not loading correctly. I have no idea how to fix this.
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@@ -7,7 +7,6 @@
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#include "d/d_com_inf_game.h"
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#include "d/d_procname.h"
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static daTag_Kk1_HIO_c l_HIO;
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static f32 a_prm_tbl[] = {350.0f,30.0f,0.0f};
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@@ -37,22 +36,26 @@ bool daTag_Kk1_c::_draw() {
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bool daTag_Kk1_c::_execute() {
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/* Nonmatching */
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// 98% matched
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short minadjustdistance = 0x1000;
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f32 distance = PSVECSquareDistance(¤t.pos, &dComIfGp_getPlayer(0)->current.pos);
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cXyz* thepos = &dComIfGp_getPlayer(0)->current.pos;
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f32 distance = current.pos.abs(*thepos);
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//distance = std::sqrtf(distance);
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distance = std::sqrtf(distance);
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//distance = std::sqrtf(distance);
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f32 vertDistance = dComIfGp_getPlayer(0)->current.pos.y - this->current.pos.y;
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field_0x6C5 = 0;
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if (
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(distance < l_HIO.field_0x8) &&
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(vertDistance< l_HIO.field_0xC) &&
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((short)abs((short)(dComIfGp_getPlayer(0)->shape_angle.y - current.angle.y)) < minadjustdistance)) {
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field_0x6C5 = 1;
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(vertDistance< l_HIO.field_0xC)
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){
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s16 fillerVal = dComIfGp_getPlayer(0)->shape_angle.y - current.angle.y;
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fillerVal =abs(fillerVal);
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if(fillerVal < 0x1000){ //(iVar3 = abs((int)(short)((mpCurPlayerActor[0]->shape_angle.y -current.angle.y)),(short)iVar3 < 0x1000)
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field_0x6C5 = 1;
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}
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}
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return true;
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}
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