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Fakematch d_a_agb's weak order with next-TU hack
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+1
-1
@@ -419,7 +419,7 @@ config.libs = [
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Object(NonMatching, "d/d_salvage.cpp"),
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Object(Matching, "d/d_snap.cpp"),
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Object(Matching, "d/d_point_wind.cpp"),
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Object(NonMatching, "d/actor/d_a_agb.cpp", extra_cflags=['-pragma "nosyminline on"']),
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Object(Matching, "d/actor/d_a_agb.cpp", extra_cflags=['-pragma "nosyminline on"']),
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Object(Matching, "d/actor/d_a_arrow.cpp", extra_cflags=["-sym off"]),
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Object(Matching, "d/actor/d_a_bg.cpp"),
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Object(NonMatching, "d/actor/d_a_bomb.cpp", extra_cflags=['-pragma "nosyminline on"']),
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@@ -473,11 +473,11 @@ public:
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virtual MtxP getLeftHandMatrix() = 0;
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virtual MtxP getRightHandMatrix() = 0;
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virtual f32 getGroundY() = 0;
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virtual s32 getTactMusic() const { return -1; }
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virtual s32 getTactMusic() const;// { return -1; }
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virtual int getTactTimerCancel() const { return 0; }
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virtual BOOL checkPlayerGuard() const { return FALSE; }
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virtual fopAc_ac_c* getGrabMissActor() { return NULL; }
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virtual u32 checkPlayerFly() const { return 0; }
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virtual u32 checkPlayerFly() const;// { return 0; }
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virtual BOOL checkFrontRoll() const { return FALSE; }
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virtual BOOL checkBottleSwing() const { return FALSE; }
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virtual BOOL checkCutCharge() const { return FALSE; }
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@@ -3,6 +3,13 @@
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// Translation Unit: d_a_arrow.cpp
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//
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// Fakematch: This is supposed to be a weak function defined in d_a_player.h that wind up at the end of the
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// d_a_agb TU. But weak function ordering is currently broken, so to get d_a_agb to match, we define it
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// here (at the start of the *next* TU after d_a_agb) so that it gets placed into the correct spot in
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// the DOL, even though this is an ugly hack and they're now in the wrong translation unit instead.
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#include "d/actor/d_a_player.h"
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u32 daPy_py_c::checkPlayerFly() const { return 0; }
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#include "d/actor/d_a_arrow.h"
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#include "m_Do/m_Do_mtx.h"
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#include "d/d_com_inf_game.h"
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