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Remove unnecessary d_com_inf_game.h include from player header
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@@ -3,7 +3,7 @@
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#include "JSystem/J3DGraphAnimator/J3DMaterialAnm.h"
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#include "f_op/f_op_actor_mng.h"
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#include "d/d_com_inf_game.h"
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#include "d/d_particle.h"
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#include "d/d_cc_d.h"
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class daPy_matAnm_c : public J3DMaterialAnm {
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@@ -3,6 +3,7 @@
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#include "d/actor/d_a_player.h"
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#include "d/d_bg_s_acch.h"
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#include "SSystem/SComponent/c_lib.h"
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class daPy_npc_c : public daPy_py_c {
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public:
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@@ -4,7 +4,7 @@
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//
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#include "d/actor/d_a_npc_kamome.h"
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#include "dolphin/types.h"
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#include "d/d_com_inf_game.h"
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#include "d/d_procname.h"
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#include "m_Do/m_Do_hostIO.h"
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#include "d/d_item_data.h"
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@@ -5,6 +5,7 @@
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#include "d/actor/d_a_npc_md.h"
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#include "d/d_procname.h"
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#include "d/d_com_inf_game.h"
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#include "JSystem/JKernel/JKRHeap.h"
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// Needed for the .data section to match.
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@@ -5,6 +5,7 @@
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#include "dolphin/types.h"
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#include "d/actor/d_a_player.h"
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#include "d/d_com_inf_game.h"
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#include "f_op/f_op_camera_mng.h"
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/* 801028FC-80102940 .text changePlayer__9daPy_py_cFP10fopAc_ac_c */
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@@ -4,7 +4,7 @@
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//
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#include "d/actor/d_a_player_npc.h"
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#include "dolphin/types.h"
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#include "d/d_com_inf_game.h"
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#include "m_Do/m_Do_lib.h"
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#include "SSystem/SComponent/c_counter.h"
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#include "d/d_procname.h"
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@@ -20,8 +20,8 @@ int daPy_npc_c::check_initialRoom() {
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if (roomNo < 0 || !dComIfGp_roomControl_checkStatusFlag(roomNo, 0x10)) {
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return 0;
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} else {
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orig.roomNo = roomNo;
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current.roomNo = roomNo;
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fopAcM_SetHomeRoomNo(this, roomNo);
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fopAcM_SetRoomNo(this, roomNo);
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return -1;
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}
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}
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@@ -78,17 +78,24 @@ void daPy_npc_c::setOffsetHomePos() {
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/* 8015A6A4-8015AA0C .text setPointRestart__10daPy_npc_cFsSc */
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void daPy_npc_c::setPointRestart(s16 i_point, s8 option) {
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/* Nonmatching (regswaps) */
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stage_scls_info_dummy_class* sclsinfo;
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stage_scls_info_class* scls_data;
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stage_actor_data_class* player_data;
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int scls_start_code;
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int i;
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s16 rotY;
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s8 roomNo;
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JUT_ASSERT(157, dComIfGp_getStagePlayer() != 0);
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stage_scls_info_dummy_class* sclsinfo = dComIfGp_getStageSclsInfo();
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sclsinfo = dComIfGp_getStageSclsInfo();
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JUT_ASSERT(159, sclsinfo != 0);
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JUT_ASSERT(161, 0 <= i_point && i_point < sclsinfo->num);
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stage_scls_info_class* scls_data = sclsinfo->m_entries;
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scls_data = sclsinfo->m_entries;
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JUT_ASSERT(163, scls_data != 0);
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stage_actor_data_class* player_data = dComIfGp_getStagePlayer()->m_entries;
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int scls_start_code = scls_data[i_point].mStart;
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int i;
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player_data = dComIfGp_getStagePlayer()->m_entries;
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scls_start_code = scls_data[i_point].mStart;
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for (i = 0; i < dComIfGp_getStagePlayerNum(); i++) {
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u8 plyr_start_code = player_data->mAngle.z & 0xFF;
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if (plyr_start_code == scls_start_code) {
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@@ -106,8 +113,8 @@ void daPy_npc_c::setPointRestart(s16 i_point, s8 option) {
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next = orig;
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shape_angle = orig.angle;
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s16 rotY = orig.angle.y;
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s8 roomNo = -1;
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rotY = orig.angle.y;
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roomNo = -1;
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dComIfGs_setRestartOption(&orig.pos, rotY, roomNo, option);
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dComIfGs_setPlayerPriest(option, orig.pos, rotY, roomNo);
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dComIfGs_setPlayerPriest(option, dComIfGs_getRestartOptionPos(), dComIfGs_getRestartOptionAngleY(), dComIfGs_getRestartOptionRoomNo());
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@@ -4,6 +4,7 @@
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//
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#include "JSystem/JKernel/JKRHeap.h"
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#include "d/actor/d_a_player_main.h"
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#include "d/d_com_inf_game.h"
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#include "d/d_procname.h"
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struct daTag_Msg_c : public fopAc_ac_c {
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