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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_pbco.h"
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#include "d/res/res_pbco.h"
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#include "d/d_com_inf_game.h"
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#include "d/d_item.h"
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#include "d/d_procname.h"
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@@ -34,16 +35,16 @@ static int CheckCreateHeap(fopAc_ac_c* i_this) {
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BOOL daObj_Pbco_c::CreateHeap() {
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J3DModelData* modelData;
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if (dComIfGs_isEventBit(0x0a02) && !checkItemGet(dItem_PEARL_NAYRU_e, TRUE)) {
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modelData = (J3DModelData*)(dComIfG_getObjectRes(M_arcname, 0x04));
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modelData = (J3DModelData*)(dComIfG_getObjectRes(M_arcname, PBCO_INDEX_BDL_PBCO));
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} else {
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modelData = (J3DModelData*)(dComIfG_getObjectRes(M_arcname, 0x05));
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modelData = (J3DModelData*)(dComIfG_getObjectRes(M_arcname, PBCO_INDEX_BDL_PBC2));
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}
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JUT_ASSERT(0xa9, modelData != 0);
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mpModel = mDoExt_J3DModel__create(modelData, 0, 0x11020203);
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if (dComIfGs_isEventBit(0x0a02) && !checkItemGet(dItem_PEARL_NAYRU_e, TRUE)) {
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mpBgW = NULL;
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} else {
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mpBgW = dBgW_NewSet((cBgD_t*)dComIfG_getObjectRes(M_arcname, 0x08), cBgW::MOVE_BG_e,
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mpBgW = dBgW_NewSet((cBgD_t*)dComIfG_getObjectRes(M_arcname, PBCO_INDEX_DZB_PBCO), cBgW::MOVE_BG_e,
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&mpModel->getBaseTRMtx());
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if (mpBgW == NULL) {
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return FALSE;
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