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match daPy_Create, rename headers
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@@ -6,7 +6,7 @@
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#include "d/d_item.h"
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#include "d/d_item_data.h"
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#include "d/actor/d_a_item.h"
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#include "d/actor/daPy_lk.h"
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#include "d/actor/d_a_player_link.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 "dolphin/types.h"
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@@ -3,8 +3,8 @@
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// Translation Unit: d_a_player.cpp
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//
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#include "daPy_lk.h"
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#include "dolphin/types.h"
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#include "d/actor/d_a_player.h"
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/* 801028FC-80102940 .text changePlayer__9daPy_py_cFP10fopAc_ac_c */
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void daPy_py_c::changePlayer(fopAc_ac_c*) {
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@@ -4,8 +4,9 @@
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//
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#include "dolphin/types.h"
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#include "d/actor/daPy_lk.h"
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#include "d/actor/d_a_player_link.h"
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#include "d/d_com_inf_game.h"
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#include "d/d_com_lib_game.h"
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/* 80102E8C-80102EAC .text daPy_createHeap__FP10fopAc_ac_c */
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void daPy_createHeap(fopAc_ac_c*) {
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@@ -1504,15 +1505,15 @@ void phase_3(daPy_lk_c*) {
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/* Nonmatching */
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}
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/* 80127B70-80127BA0 .text daPy_Create__FP10fopAc_ac_c */
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void daPy_Create(fopAc_ac_c* i_this) {
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// static int (*l_method[3])(void*) = {
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// (int (*)(void*))phase_1,
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// (int (*)(void*))phase_2,
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// (int (*)(void*))phase_3,
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// };
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// dComLbG_PhaseHandler(&(<static_cast>(i_this)->mPhsLoad), l_method, i_this);
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static int (*l_method[3])(void*) = {
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(int (*)(void*))phase_1,
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(int (*)(void*))phase_2,
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(int (*)(void*))phase_3,
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};
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daPy_lk_c* link = (daPy_lk_c*)i_this;
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dComLbG_PhaseHandler(&link->mPhsLoad, l_method, link);
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}
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/* 80127BA0-80127CC0 .text setSeAnime__9daPy_lk_cFPC14daPy_anmHeap_cP12J3DFrameCtrl */
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@@ -9,7 +9,7 @@
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#include "d/d_cc_d.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 "d/actor/daPy_lk.h"
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#include "d/actor/d_a_player_link.h"
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#include "JSystem/JKernel/JKRHeap.h"
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#include "dolphin/types.h"
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@@ -7,7 +7,7 @@
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#include "JSystem/JUtility/JUTAssert.h"
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#include "MSL_C/string.h"
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#include "SSystem/SComponent/c_phase.h"
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#include "d/actor/daPy_lk.h"
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#include "d/actor/d_a_player_link.h"
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#include "d/d_com_lib_game.h"
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#include "d/d_demo.h"
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#include "d/d_flower.h"
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