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Started using resource enums for old actors
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@@ -4,6 +4,7 @@
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//
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#include "d/actor/d_a_fan.h"
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#include "d/res/res_yaflw00.h"
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#include "f_op/f_op_kankyo_mng.h"
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#include "d/d_com_inf_game.h"
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#include "d/d_level_se.h"
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@@ -75,23 +76,23 @@ int daFan_c::CreateHeap() {
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return FALSE;
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mModel->setUserArea((u32)this);
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modelData = (J3DModelData*)dComIfG_getObjectRes(m_arcname2, 0x08);
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modelData = (J3DModelData*)dComIfG_getObjectRes(m_arcname2, YAFLW00_BDL_YAFLW00);
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JUT_ASSERT(0x17f, modelData != 0);
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mWindModel = mDoExt_J3DModel__create(modelData, 0x80000, 0x11000222);
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if (mWindModel == NULL)
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return FALSE;
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J3DAnmTextureSRTKey* pbtk = (J3DAnmTextureSRTKey*)dComIfG_getObjectRes(m_arcname2, 0x0B);
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J3DAnmTextureSRTKey* pbtk = (J3DAnmTextureSRTKey*)dComIfG_getObjectRes(m_arcname2, YAFLW00_BTK_YAFLW00_01);
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JUT_ASSERT(400, pbtk != 0);
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if (!mWindBtkAnm0.init(modelData, pbtk, TRUE, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, 0,-1, false, 0))
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return FALSE;
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pbtk = (J3DAnmTextureSRTKey*)dComIfG_getObjectRes(m_arcname2, 0x0C);
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pbtk = (J3DAnmTextureSRTKey*)dComIfG_getObjectRes(m_arcname2, YAFLW00_BTK_YAFLW00_02);
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JUT_ASSERT(0x19c, pbtk != 0);
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if (!mWindBtkAnm1.init(modelData, pbtk, TRUE, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, 0,-1, false, 0))
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return FALSE;
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J3DAnmTransform* pbck = (J3DAnmTransform*)dComIfG_getObjectRes(m_arcname2, 0x05);
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J3DAnmTransform* pbck = (J3DAnmTransform*)dComIfG_getObjectRes(m_arcname2, YAFLW00_BCK_YAFLW00);
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JUT_ASSERT(0x1a9, pbck != 0);
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if (!mWindBckAnm.init(modelData, pbck, TRUE, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, 0,-1, false))
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return FALSE;
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