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https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
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@@ -187,7 +187,7 @@ void EnOkuta_Init(Actor* thisx, PlayState* play2) {
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if (this->actor.params == 1) {
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this->collider.base.colType = 0xC;
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this->collider.base.acFlags |= 4;
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this->collider.base.acFlags |= AC_HARD;
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}
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this->actor.targetMode = 5;
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@@ -514,8 +514,8 @@ void func_8086EC00(EnOkuta* this, PlayState* play) {
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void func_8086EE8C(EnOkuta* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &gOctorokHitAnim, -5.0f);
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0xB);
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this->collider.base.acFlags &= 0xFFFE;
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, 0, 11);
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this->collider.base.acFlags &= ~AC_ON;
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Actor_SetScale(&this->actor, 0.01f);
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Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_DEAD1);
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this->actionFunc = func_8086EF14;
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@@ -526,7 +526,7 @@ void func_8086EF14(EnOkuta* this, PlayState* play) {
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if (this->actor.colChkInfo.health == 0) {
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func_8086EF90(this);
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} else {
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this->collider.base.acFlags |= 1;
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this->collider.base.acFlags |= AC_ON;
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func_8086E8E8(this);
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}
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}
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@@ -612,7 +612,7 @@ void func_8086F2FC(EnOkuta* this, PlayState* play) {
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if (!Actor_ApplyDamage(&this->actor)) {
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Enemy_StartFinishingBlow(play, &this->actor);
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this->collider.base.acFlags &= 0xFFFE;
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this->collider.base.acFlags &= ~AC_ON;
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this->unk_18E = 3;
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}
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@@ -684,13 +684,14 @@ void func_8086F694(EnOkuta* this, PlayState* play) {
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}
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this->actor.home.rot.z += 0x1554;
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if ((this->actor.bgCheckFlags & 8) || (this->actor.bgCheckFlags & 1) || (this->actor.bgCheckFlags & 0x10) ||
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(this->collider.base.atFlags & 2) || (this->collider.base.acFlags & 2) || (this->collider.base.ocFlags1 & 2) ||
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(this->actor.floorHeight == -32000.0f)) {
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if (player->currentShield == 1 && (this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) &&
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(this->collider.base.atFlags & 4)) {
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(this->collider.base.atFlags & AT_HIT) || (this->collider.base.acFlags & AC_HIT) ||
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(this->collider.base.ocFlags1 & 2) || (this->actor.floorHeight == -32000.0f)) {
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if (player->currentShield == 1 && (this->collider.base.atFlags & AT_HIT) &&
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(this->collider.base.atFlags & AT_TYPE_ENEMY) && (this->collider.base.atFlags & AT_BOUNCED)) {
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this->collider.base.atFlags &= 0xFFE9;
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this->collider.base.atFlags |= 8;
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this->collider.base.atFlags |= AT_TYPE_PLAYER;
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this->collider.info.toucher.dmgFlags = 0x400000;
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this->collider.info.toucher.damage = 2;
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Matrix_MtxFToYXZRot(&player->shieldMf, &sp48, 0);
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@@ -702,8 +703,8 @@ void func_8086F694(EnOkuta* this, PlayState* play) {
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sp54.z = this->actor.world.pos.z;
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EffectSsHahen_SpawnBurst(play, &sp54, 6.0f, 0, 1, 2, 15, 5, 10, gOctorokProjectileDL);
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 0x14, 0x38C0);
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if ((this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) &&
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!(this->collider.base.atFlags & 4) && (this->actor.params == 0x11)) {
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if ((this->collider.base.atFlags & AT_HIT) && (this->collider.base.atFlags & AT_TYPE_ENEMY) &&
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!(this->collider.base.atFlags & AT_BOUNCED) && (this->actor.params == 0x11)) {
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func_800B8D98(play, &this->actor, 8.0f, this->actor.world.rot.y, 6.0f);
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}
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Actor_Kill(&this->actor);
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@@ -759,8 +760,8 @@ void func_8086F8FC(EnOkuta* this) {
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}
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void func_8086FCA4(EnOkuta* this, PlayState* play) {
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if ((this->collider.base.acFlags & 2) &&
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((this->collider.base.acFlags = (this->collider.base.acFlags & 0xFFFD), (this->unk_18C != 0xA)) ||
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if ((this->collider.base.acFlags & AC_HIT) &&
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((this->collider.base.acFlags = (this->collider.base.acFlags & ~AC_HIT), (this->unk_18C != 0xA)) ||
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!(this->collider.info.acHitInfo->toucher.dmgFlags & 0xDB0B3))) {
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Actor_SetDropFlag(&this->actor, &this->collider.info);
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func_8086E0F0(this, play);
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@@ -792,8 +793,8 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) {
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if (this->actor.params == 0) {
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func_8086FCA4(this, play);
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} else {
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if ((this->collider.base.atFlags & 2) || (this->collider.base.acFlags & 2)) {
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if (this->collider.base.atFlags & 2) {
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if ((this->collider.base.atFlags & AT_HIT) || (this->collider.base.acFlags & AC_HIT)) {
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if (this->collider.base.atFlags & AT_HIT) {
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func_800B8D98(play, &this->actor, 8.0f, this->actor.world.rot.y, 6.0f);
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}
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func_8086F4F4(this);
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@@ -817,7 +818,7 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) {
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if (this->actor.params == 1) {
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
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}
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if (this->collider.base.acFlags & 1) {
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if (this->collider.base.acFlags & AC_ON) {
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
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}
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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