mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
tidy up
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@@ -488,8 +488,7 @@ void func_8086EC00(EnOkuta* this, PlayState* play) {
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func_8086E27C(this, play);
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Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_LAND);
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}
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} else {
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// clang-format off
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} else { // clang-format off
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this->actor.world.pos.y = func_8086E378(this);
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curFrame = this->skelAnime.curFrame; if (curFrame < 13.0f) {
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// clang-format on
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@@ -608,12 +607,15 @@ void func_8086F2FC(EnOkuta* this, PlayState* play) {
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this->actionFunc = func_8086F434;
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return;
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}
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func_8086E084(this);
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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->unk_18E = 3;
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}
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this->actionFunc = func_8086F4B0;
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}
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@@ -762,6 +764,7 @@ void func_8086FCA4(EnOkuta* this, PlayState* play) {
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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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if (this->actor.colChkInfo.damageEffect == 3) {
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func_8086F2FC(this, play);
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} else {
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@@ -796,16 +799,20 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) {
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func_8086F4F4(this);
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}
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}
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this->actionFunc(this, play);
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if (this->actionFunc != func_8086F434) {
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func_8086F8FC(this);
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this->collider.dim.height = ((sCylinderInit2.dim.height * this->headScale.y) - this->collider.dim.yShift) *
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this->actor.scale.y * 100.0f;
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Collider_UpdateCylinder(&this->actor, &this->collider);
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if ((this->actionFunc == func_8086E658) || (this->actionFunc == func_8086E7E8)) {
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this->collider.dim.pos.y = this->actor.world.pos.y + (this->skelAnime.jointTable->y * this->actor.scale.y);
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this->collider.dim.radius = sCylinderInit2.dim.radius * this->actor.scale.x * 100.0f;
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}
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if (this->actor.draw) {
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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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@@ -816,7 +823,9 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) {
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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func_8086E2C0(this, play);
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}
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Actor_SetFocus(&this->actor, 15.0f);
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if (this->unk_254 > 0.0f) {
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if (this->unk_18C != 10) {
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Math_StepToF(&this->unk_254, 0.0f, 0.05f);
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@@ -834,29 +843,34 @@ void func_808700C0(Actor* thisx, PlayState* play) {
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EnOkuta* this = THIS;
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Player* player = GET_PLAYER(play);
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Vec3f sp38;
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s32 sp34;
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s32 sp34 = false;
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sp34 = false;
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if (!(player->stateFlags1 & 0x300002C2)) {
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this->actionFunc(this, play);
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Actor_MoveWithoutGravity(&this->actor);
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Math_Vec3f_Copy(&sp38, &this->actor.world.pos);
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Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 15.0f, 30.0f, 7);
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if ((this->actor.bgCheckFlags & 8) &&
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SurfaceType_IsIgnoredByProjectiles(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId)) {
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sp34 = true;
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this->actor.bgCheckFlags &= 0xFFF7;
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}
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if ((this->actor.bgCheckFlags & 1) &&
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SurfaceType_IsIgnoredByProjectiles(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId)) {
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sp34 = true;
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this->actor.bgCheckFlags &= 0xFFFE;
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}
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if (sp34 && !(this->actor.bgCheckFlags & 9)) {
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Math_Vec3f_Copy(&this->actor.world.pos, &sp38);
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}
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Collider_UpdateCylinder(&this->actor, &this->collider);
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this->actor.flags |= 0x01000000;
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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