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synced 2026-08-19 13:24:12 -04:00
misc work and cleanup
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@@ -18,6 +18,7 @@ u32 daPy_py_c::checkPlayerFly() const { return 0; }
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#include "d/d_item_data.h"
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#include "d/actor/d_a_player.h"
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#include "d/actor/d_a_player_main.h"
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#include "d/actor/d_a_pz.h"
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#include "d/d_jnt_hit.h"
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#include "d/d_s_play.h"
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#include "d/res/res_link.h"
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@@ -539,15 +540,13 @@ void daArrow_c::setRoomInfo() {
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void daArrow_c::setKeepMatrix() {
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// Transform the arrow onto its archer's hand.
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if (mbSetByZelda) {
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fopNpc_npc_c* zelda;
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daPz_c* zelda;
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fopAcM_SearchByID(parentActorID, (fopAc_ac_c**)&zelda);
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mDoMtx_stack_c::transS(0.7f, -0.07f, -0.2f);
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mDoMtx_stack_c::XYZrotM(0x238E, 0x2CDF, 0x29BE);
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// Copy the matrix of Zelda's hand_R1 joint to the arrow model.
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// TODO: After daPz_c is implemented, this should use her daPz_c::getRightHandMatrix() inline method.
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MtxP handMtx = zelda->mpMcaMorf->getModel()->mpNodeMtx[0x13];
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MtxP handMtx = zelda->getRightHandMatrix();
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cMtx_concat(handMtx, mDoMtx_stack_c::get(), mDoMtx_stack_c::get());
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mpModel->setBaseTRMtx(mDoMtx_stack_c::get());
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@@ -984,9 +983,7 @@ BOOL daArrow_c::procStop_BG() {
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field_0x6a0--;
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if (field_0x6a0 < 60) {
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// Fakematch
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u32 signBit = ((u32)field_0x6a0)>>31;
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if ((((field_0x6a0&1) ^ signBit) - signBit) == 0) {
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if (field_0x6a0 % 2 == 0) {
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field_0x698 = false;
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} else {
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field_0x698 = true;
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