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Use resource enums for all other old actors
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@@ -4,6 +4,7 @@
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//
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#include "d/actor/d_a_obj_mknjd.h"
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#include "d/res/res_mknjd.h"
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#include "f_op/f_op_actor_mng.h"
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#include "f_pc/f_pc_manager.h"
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#include "f_op/f_op_msg.h"
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@@ -37,11 +38,6 @@
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#define ACT_LESSON 7
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#define ACT_TACT 8
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#define ID_EARTH_MDL 4
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#define ID_BREAK_MDL 5
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#define ID_WIND_MDL 6
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#define ID_COL_DZB 9
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static const char* daObjMknjD_jointName[] = {
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"Hahen1",
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"Hahen2",
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@@ -171,14 +167,14 @@ s16 daObjMknjD::Act_c::XyEventCB(int) {
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int daObjMknjD::Act_c::CreateHeap() {
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const void* temp_r26; // Fakematch to get it to use the same register for model_data_d and jntName
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if (m043E == true) {
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temp_r26 = dComIfG_getObjectRes(M_arcname, ID_WIND_MDL);
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temp_r26 = dComIfG_getObjectRes(M_arcname, MKNJD_BDL_MKNJK);
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}
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else {
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temp_r26 = dComIfG_getObjectRes(M_arcname, ID_EARTH_MDL);
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temp_r26 = dComIfG_getObjectRes(M_arcname, MKNJD_BDL_MKNJD);
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}
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J3DModelData* model_data_d = (J3DModelData*)temp_r26;
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J3DModelData* model_data_h = (J3DModelData*)dComIfG_getObjectRes(M_arcname, ID_BREAK_MDL);
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J3DModelData* model_data_h = (J3DModelData*)dComIfG_getObjectRes(M_arcname, MKNJD_BDL_MKNJH);
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JUT_ASSERT(0x123, model_data_d != 0)
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JUT_ASSERT(0x124, model_data_h != 0)
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@@ -313,7 +309,7 @@ s32 daObjMknjD::Act_c::Mthd_Create() {
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else {
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phase_state = dComIfG_resLoad(&mPhs, M_arcname);
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if (phase_state == cPhs_COMPLEATE_e) {
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phase_state = MoveBGCreate(M_arcname, ID_COL_DZB, NULL, 0x65A0);
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phase_state = MoveBGCreate(M_arcname, MKNJD_DZB_MKNJD, NULL, 0x65A0);
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JUT_ASSERT(0x1CA, (phase_state == cPhs_COMPLEATE_e) || (phase_state == cPhs_ERROR_e))
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}
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