mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
refactored code
This commit is contained in:
@@ -125,7 +125,8 @@ extern u8 D_80A7B6DC[];
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Jso2/EnJso2_Init.s")
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void EnJso2_Destroy(Actor* thisx, PlayState* play) {
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EnJso2* this = (EnJso2*)thisx;
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EnJso2* this = THIS;
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Collider_DestroyCylinder(play, &this->unkEF4);
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Collider_DestroyQuad(play, &this->unkF40);
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Collider_DestroyQuad(play, &this->unkFC0);
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@@ -167,8 +168,9 @@ s32 func_80A77880(PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == 5) && (Message_ShouldAdvance(play) != 0)) {
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Message_CloseTextbox(play);
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return 1;
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} else {
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return 0;
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}
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return 0;
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}
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void func_80A778D8(EnJso2* this) {
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@@ -183,18 +185,18 @@ void func_80A78588(EnJso2* this) {
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this->unk36C = 2;
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this->unkEF4.base.acFlags |= 4;
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this->actor.flags &= ~(ACTOR_FLAG_100000);
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func_80A776E0(this, 0xD);
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func_80A776E0(this, 13);
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this->actionFunc = func_80A785E4;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Jso2/func_80A785E4.s")
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void func_80A787FC(EnJso2* this, PlayState* play) {
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Actor* sp1C;
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Player* player = GET_PLAYER(play);
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sp1C = play->actorCtx.actorLists[2].first;
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func_80A776E0(this, 8);
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this->unk286 = sp1C->shape.rot.y;
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this->unk286 = player->actor.shape.rot.y;
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this->unk288 = 0x258;
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this->unk284 = 3;
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this->unk370 = 0;
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@@ -203,15 +205,12 @@ void func_80A787FC(EnJso2* this, PlayState* play) {
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}
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void func_80A78868(EnJso2* this, PlayState* play) {
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f32 sp44;
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Player* player;
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f32 sp44 = this->skelAnime.curFrame;
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Player* player = GET_PLAYER(play);
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Vec3f sp34;
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SkelAnime* sp28;
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SkelAnime* sp28 = &this->skelAnime;
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sp28 = &this->skelAnime;
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sp44 = this->skelAnime.curFrame;
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player = GET_PLAYER(play);
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Actor_PlaySfx(&this->actor, 0x31BDU);
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Actor_PlaySfx(&this->actor, NA_SE_EN_ANSATSUSYA_MOVING - SFX_FLAG);
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if (sp44 < this->unk374) {
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SkelAnime_Update(&this->skelAnime);
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@@ -222,7 +221,7 @@ void func_80A78868(EnJso2* this, PlayState* play) {
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if (Animation_OnFrame(&this->skelAnime, 6.0f) != 0) {
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this->actor.velocity.y = 10.0f;
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if (!(play->gameplayFrames & 1)) {
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Actor_PlaySfx(&this->actor, 0x39C0U);
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Actor_PlaySfx(&this->actor, NA_SE_EN_ANSATSUSYA_CRYING);
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}
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}
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@@ -239,12 +238,16 @@ void func_80A78868(EnJso2* this, PlayState* play) {
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func_80A78B04(this);
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return;
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}
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xFA0, 0x14);
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Math_ApproachF(&this->actor.speed, 5.0f, 0.3f, 2.0f);
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this->unk286 += this->unk288;
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sp34.x = (Math_SinS(this->unk286) * 200.0f) + player->actor.world.pos.x;
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sp34.y = this->actor.world.pos.y;
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sp34.z = (Math_CosS(this->unk286) * 200.0f) + player->actor.world.pos.z;
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Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &sp34), 0xA, 0xFA0, (s16)0x14);
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}
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@@ -304,7 +307,7 @@ void func_80A78C7C(EnJso2* this, PlayState* play) {
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s16 temp_v0_2;
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Vec3f sp2C;
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if ((this->unkF40.base.atFlags & 4) || (this->unkFC0.base.atFlags & 4)) {
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if ((this->unkF40.base.atFlags & AT_BOUNCED) || (this->unkFC0.base.atFlags & 4)) {
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this->unkF40.base.atFlags &= 0xFFF9;
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this->unkFC0.base.atFlags &= 0xFFF9;
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Matrix_RotateYS(this->actor.yawTowardsPlayer, MTXMODE_NEW);
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@@ -407,7 +410,7 @@ void func_80A7919C(EnJso2* this, PlayState* play) {
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1, 8.0f,
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(s16)0x1F4, (s16)0xA, (u8)1);
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}
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if ((this->unkF40.base.atFlags & 2) || (this->unkFC0.base.atFlags & 2) != 0) {
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if ((this->unkF40.base.atFlags & 2) || (this->unkFC0.base.atFlags & AT_HIT) != 0) {
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this->unk371 = 1;
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this->unkF40.base.atFlags &= 0xFFFD;
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this->unkFC0.base.atFlags &= 0xFFFD;
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@@ -443,8 +446,9 @@ void func_80A79364(EnJso2* this, PlayState* play) {
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1, 4.0f, 0x12C,
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5, 1);
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 0x14);
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if ((this->unk28E == 0) || ((this->unkF40.base.atFlags & 2) != 0) || (this->unkF40.base.atFlags & 4) ||
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((this->unkFC0.base.atFlags & 2) != 0) || (this->unkFC0.base.atFlags & 4)) {
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if ((this->unk28E == 0) || ((this->unkF40.base.atFlags & 2) != 0) || (this->unkF40.base.atFlags & AT_BOUNCED) ||
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((this->unkFC0.base.atFlags & AT_HIT) != 0) || (this->unkFC0.base.atFlags & AT_BOUNCED)) {
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this->unkF40.base.atFlags &= ~(AT_BOUNCED | AT_HIT);
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this->unkFC0.base.atFlags &= ~(AT_BOUNCED | AT_HIT);
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func_80A79864(this);
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@@ -454,10 +458,10 @@ void func_80A79364(EnJso2* this, PlayState* play) {
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void func_80A79450(EnJso2* this) {
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if (this->unk371 != 0) {
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func_80A776E0(this, 2);
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this->unk290 = 0x14;
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this->unk290 = 20;
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} else {
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func_80A776E0(this, 0xC);
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this->unk290 = 0x28;
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func_80A776E0(this, 12);
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this->unk290 = 40;
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}
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this->unkEF4.base.acFlags &= ~(AC_HARD);
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this->unk284 = 9;
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@@ -466,7 +470,7 @@ void func_80A79450(EnJso2* this) {
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void func_80A794C8(EnJso2* this, PlayState* play) {
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if (this->unk290 == 0) {
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this->unk28E = Rand_S16Offset(0x1E, 0x1E);
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this->unk28E = Rand_S16Offset(30, 30);
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this->unk371 = 0;
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this->unkEF4.base.acFlags |= 4;
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func_80A787FC(this, play);
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@@ -474,23 +478,28 @@ void func_80A794C8(EnJso2* this, PlayState* play) {
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}
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void func_80A79524(EnJso2* this) {
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Vec3f sp24;
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Vec3f vec;
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AudioSfx_SetChannelIO(&this->actor.projectedPos, NA_SE_EN_ANSATSUSYA_DASH_2, 0U);
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func_80A776E0(this, 4);
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this->unk290 = 0x1E;
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this->unkEF4.base.acFlags &= ~(AC_HARD);
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this->actor.speed = 0.0f;
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Matrix_RotateYS(this->actor.yawTowardsPlayer, MTXMODE_NEW);
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Matrix_MultVecZ(-10.0f, &sp24);
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Math_Vec3f_Copy(&this->unkE58, &sp24);
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Matrix_MultVecZ(-10.0f, &vec);
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Math_Vec3f_Copy(&this->unkE58, &vec);
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if (((this->unk2A2 == 0xB) || (this->unk2A2 == 0xA)) && (this->unk2A0 == 0)) {
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this->unk2A0 = 0;
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this->unk2A2 = 0;
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}
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if ((this->unk2A2 != 0xB) && (this->unk2A2 != 0xA)) {
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this->unk290 = 0x28;
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this->unk290 = 40;
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}
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this->unk284 = 0xA;
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this->actionFunc = func_80A79600;
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}
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@@ -501,6 +510,7 @@ void func_80A79600(EnJso2* this, PlayState* play) {
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this->unk2A2 = 0xA;
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}
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}
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if ((this->unk290 == 0) && (this->unk2A0 == 0)) {
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if ((this->unk2A2 == 0xB) || (this->unk2A2 == 0xA)) {
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Actor_SpawnIceEffects(play, &this->actor, &this->unk2D4, 0xC, 2, 0.7f, 0.4f);
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@@ -512,25 +522,30 @@ void func_80A79600(EnJso2* this, PlayState* play) {
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}
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void func_80A796BC(EnJso2* this, PlayState* play) {
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Vec3f sp34;
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Vec3f vec;
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AudioSfx_SetChannelIO(&this->actor.projectedPos, NA_SE_EN_ANSATSUSYA_DASH_2, 0);
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func_80A776E0(this, 4);
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this->unk371 = 0;
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this->actor.velocity.y = 10.0f;
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this->actor.speed = 0.0f;
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Matrix_RotateYS(this->actor.yawTowardsPlayer, MTXMODE_NEW);
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Matrix_MultVecZ(-20.0f, &sp34);
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Math_Vec3f_Copy(&this->unkE58, &sp34);
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Matrix_MultVecZ(-20.0f, &vec);
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Math_Vec3f_Copy(&this->unkE58, &vec);
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if (((this->unk2A2 == 0xB) || (this->unk2A2 == 0xA)) && (this->unk2A0 != 0)) {
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Actor_SpawnIceEffects(play, &this->actor, &this->unk2D4, 0xC, 2, 0.7f, 0.4f);
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this->unk2A0 = 0;
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this->unk2A2 = 0;
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}
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CollisionCheck_GreenBlood(play, NULL, &this->actor.focus.pos);
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CollisionCheck_GreenBlood(play, NULL, &this->actor.focus.pos);
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CollisionCheck_GreenBlood(play, NULL, &this->actor.focus.pos);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 0xFFU, 0U, 8);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 0xFF, 0, 8);
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Actor_PlaySfx(&this->actor, NA_SE_EN_ANSATSUSYA_DAMAGE);
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this->unk284 = 0xB;
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this->actionFunc = func_80A7980C;
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@@ -553,18 +568,20 @@ void func_80A79864(EnJso2* this) {
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}
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void func_80A798C8(EnJso2* this, PlayState* play) {
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f32 sp2C = this->skelAnime.curFrame;
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f32 curFrame = this->skelAnime.curFrame;
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xBB8, 0x14);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xBB8, (s16)0x14);
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if (this->actor.bgCheckFlags & 1) {
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this->actor.speed = 0.0f;
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}
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if ((this->unk374 <= sp2C) && (this->actor.bgCheckFlags & 1)) {
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if ((this->unk374 <= curFrame) && (this->actor.bgCheckFlags & 1)) {
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this->actor.world.rot.x = 0;
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this->actor.velocity.y = 0.0f;
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this->actor.speed = 0.0f;
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->unk28E = Rand_S16Offset(0xA, 0xA);
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this->unk28E = Rand_S16Offset(10, 10);
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func_80A787FC(this, play);
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}
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}
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@@ -572,9 +589,11 @@ void func_80A798C8(EnJso2* this, PlayState* play) {
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void func_80A7998C(EnJso2* this, PlayState* play) {
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AudioSfx_SetChannelIO(&this->actor.projectedPos, NA_SE_EN_ANSATSUSYA_DASH_2, 0U);
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func_80A776E0(this, 4);
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if (((this->unk2A2 == 0xB) || (this->unk2A2 == 0xA)) && (this->unk2A0 == 0)) {
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this->unk2A2 = 0;
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}
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this->actor.shape.rot.z = 0;
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this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
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this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
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@@ -585,9 +604,11 @@ void func_80A7998C(EnJso2* this, PlayState* play) {
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this->actor.world.rot.z = this->actor.shape.rot.z;
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this->actor.shape.rot.x = this->actor.shape.rot.z;
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this->actor.world.rot.x = this->actor.shape.rot.z;
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Enemy_StartFinishingBlow(play, &this->actor);
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Actor_PlaySfx(&this->actor, NA_SE_EN_ANSATSUSYA_DEAD);
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Math_Vec3f_Copy(&this->unkE58, &gZeroVec3f);
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this->unk284 = 0xD;
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this->actionFunc = func_80A79A84;
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}
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@@ -630,29 +651,31 @@ void func_80A79B60(EnJso2* this) {
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void func_80A7A0D0(EnJso2* this) {
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this->unk1044 = 0;
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Audio_SetMainBgmVolume(0U, 0xAU);
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func_80A776E0(this, 0x13);
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Audio_SetMainBgmVolume(0, 0xA);
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func_80A776E0(this, 19);
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this->unk284 = 0xE;
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this->actionFunc = func_80A7A124;
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}
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void func_80A7A124(EnJso2* this, PlayState* play) {
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f32 sp44;
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f32 curFrame = this->skelAnime.curFrame;
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sp44 = this->skelAnime.curFrame;
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xFA0, (s16)0x14);
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if ((this->unk1040 == 0x13) && (this->unk374 <= sp44)) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xFA0, 0x14);
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if ((this->unk1040 == 0x13) && (this->unk374 <= curFrame)) {
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this->unk104A = 0;
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func_80A776E0(this, 0x14);
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func_80A776E0(this, 20);
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}
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if ((this->unk1040 == 0x14) && (this->unk374 <= sp44)) {
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if ((this->unk1040 == 0x14) && (this->unk374 <= curFrame)) {
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this->unk104A += 1;
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if (this->unk104A >= 2) {
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this->unk104A = 0;
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func_80A776E0(this, 0x15);
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}
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}
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if ((this->unk1040 == 0x15) && (this->unk374 <= sp44)) {
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if ((this->unk1040 == 0x15) && (this->unk374 <= curFrame)) {
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if (this->unk2D0 == NULL) {
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this->unk2D0 = Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, 0x1D9, this->unk2C4.x,
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this->unk2C4.y, this->unk2C4.z, 0, 0, 0, 4);
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@@ -677,7 +700,7 @@ void func_80A7A124(EnJso2* this, PlayState* play) {
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}
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void func_80A7A2EC(EnJso2* this, PlayState* play) {
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Math_SmoothStepToS(&this->unk366, 0, 1, 0xF, (s16)0x32);
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Math_SmoothStepToS(&this->unk366, 0, 1, 0xF, 0x32);
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Math_ApproachZeroF(&this->actor.shape.shadowScale, 0.3f, 3.0f);
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if (this->unk366 < 2) {
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Actor_Kill(&this->actor);
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