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https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
small docs
This commit is contained in:
@@ -23,11 +23,10 @@ void func_809613E8(ObjMure2* this);
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void func_8096147C(ObjMure2* this);
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void func_80961018(s16*, ObjMure2*);
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void func_80960CF0(Vec3f*, ObjMure2*);
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void func_80960E0C(Vec3f*, ObjMure2*);
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void func_80960F0C(Vec3f*, ObjMure2*);
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void func_80960CF0(Vec3f pos[12], ObjMure2* this);
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void func_80960E0C(Vec3f pos[12], ObjMure2* this);
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void func_80960F0C(Vec3f pos[12], ObjMure2* this);
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#if 1
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ActorInit Obj_Mure2_InitVars = {
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ACTOR_OBJ_MURE2,
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ACTORCAT_PROP,
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@@ -52,18 +51,17 @@ f32 D_8096159C[] = {
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2907025.0,
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};
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s16 D_809615A8[] = {
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static s16 sChildCounts[] = {
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9,
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12,
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8,
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0,
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};
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s16 D_809615B0[] = {
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0x0090,
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0x0090,
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0x00B0,
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0x0000,
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static s16 sActorIds[] = {
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ACTOR_EN_KUSA,
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ACTOR_EN_KUSA,
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ACTOR_EN_ISHI,
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};
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typedef struct Mure2SpawnInfo {
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s16 dist;
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@@ -76,52 +74,48 @@ Mure2SpawnInfo D_809615B8[] = {
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{ 0x0050, 0x9333 }, { 0x0050, 0xACCC }, { 0x0050, 0xC666 }, { 0x003C, 0xE000 },
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};
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typedef void (*ObjMure2UnkFunc)(Vec3f*, ObjMure2*);
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ObjMure2UnkFunc D_809615E8[] = {
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typedef void (*ObjMure2SpawnPosFunc)(Vec3f[12], ObjMure2*);
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static ObjMure2SpawnPosFunc sSpawnPosFuncs[] = {
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func_80960CF0,
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func_80960E0C,
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func_80960F0C,
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};
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// static InitChainEntry sInitChain[] = {
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static InitChainEntry D_809615F4[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneForward, 100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 2100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 100, ICHAIN_STOP),
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};
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#endif
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extern InitChainEntry D_809615F4[];
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void func_80960CF0(Vec3f* arg0, ObjMure2* arg1) {
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void func_80960CF0(Vec3f pos[12], ObjMure2* this) {
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s32 i;
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Math_Vec3f_Copy(&arg0[0], &arg1->actor.world.pos);
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for (i = 1; i < D_809615A8[arg1->actor.params & 3]; i++) {
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Math_Vec3f_Copy(&arg0[i], &arg1->actor.world.pos);
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(arg0 + i)->x += 80.0f * Math_SinS((i - 1) * 0x2000);
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(arg0 + i)->z += 80.0f * Math_CosS((i - 1) * 0x2000);
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Math_Vec3f_Copy(&pos[0], &this->actor.world.pos);
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for (i = 1; i < sChildCounts[this->actor.params & 3]; i++) {
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Math_Vec3f_Copy(&pos[i], &this->actor.world.pos);
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(pos + i)->x += 80.0f * Math_SinS((i - 1) * 0x2000);
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(pos + i)->z += 80.0f * Math_CosS((i - 1) * 0x2000);
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}
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}
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void func_80960E0C(Vec3f* arg0, ObjMure2* arg1) {
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void func_80960E0C(Vec3f pos[12], ObjMure2* this) {
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s32 i;
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for (i = 0; i < D_809615A8[arg1->actor.params & 3]; i++) {
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Math_Vec3f_Copy(arg0 + i, &arg1->actor.world.pos);
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(arg0 + i)->x += D_809615B8[i].dist * Math_CosS(D_809615B8[i].angle);
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(arg0 + i)->z -= D_809615B8[i].dist * Math_SinS(D_809615B8[i].angle);
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for (i = 0; i < sChildCounts[this->actor.params & 3]; i++) {
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Math_Vec3f_Copy(pos + i, &this->actor.world.pos);
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(pos + i)->x += D_809615B8[i].dist * Math_CosS(D_809615B8[i].angle);
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(pos + i)->z -= D_809615B8[i].dist * Math_SinS(D_809615B8[i].angle);
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}
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}
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void func_80960F0C(Vec3f* arg0, ObjMure2* arg1) {
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void func_80960F0C(Vec3f pos[12], ObjMure2* this) {
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s32 i;
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for (i = 0; i < D_809615A8[arg1->actor.params & 3]; i++) {
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Math_Vec3f_Copy(&arg0[i], &arg1->actor.world.pos);
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(arg0 + i)->x += 80.0f * Math_SinS(i * 0x2000);
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(arg0 + i)->z += 80.0f * Math_CosS(i * 0x2000);
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for (i = 0; i < sChildCounts[this->actor.params & 3]; i++) {
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Math_Vec3f_Copy(&pos[i], &this->actor.world.pos);
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(pos + i)->x += 80.0f * Math_SinS(i * 0x2000);
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(pos + i)->z += 80.0f * Math_CosS(i * 0x2000);
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}
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}
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@@ -138,26 +132,26 @@ void func_80961018(s16* arg0, ObjMure2* this) {
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*arg0 = temp_a2 << 8;
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}
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void func_8096104C(ObjMure2* this, PlayState* play) {
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Vec3f* temp_v0;
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Vec3f* pos;
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s32 temp_s0;
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Vec3f sp80[12];
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Vec3f spawnPos[12];
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s16 sp7E;
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s32 i;
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temp_s0 = this->actor.params & 3;
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D_809615E8[temp_s0](&sp80, this);
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sSpawnPosFuncs[temp_s0](spawnPos, this);
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func_80961018(&sp7E, this);
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for (i = 0; i < D_809615A8[temp_s0]; i++) {
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if (this->unk_148[i] != NULL) {
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for (i = 0; i < sChildCounts[temp_s0]; i++) {
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if (this->actors[i] != NULL) {
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continue;
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}
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if (((this->unk_178 >> i) & 1) == 0) {
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temp_v0 = &sp80[i];
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this->unk_148[i] = Actor_SpawnAsChildAndCutscene(
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&play->actorCtx, play, D_809615B0[temp_s0], temp_v0->x, temp_v0->y, temp_v0->z, this->actor.world.rot.x,
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0, this->actor.world.rot.z, sp7E, this->actor.csId, this->actor.halfDaysBits, NULL);
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if (this->unk_148[i] != NULL) {
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this->unk_148[i]->room = this->actor.room;
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if (((this->spawnFlags >> i) & 1) == 0) {
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pos = &spawnPos[i];
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this->actors[i] = Actor_SpawnAsChildAndCutscene(&play->actorCtx, play, sActorIds[temp_s0], pos->x, pos->y,
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pos->z, this->actor.world.rot.x, 0, this->actor.world.rot.z,
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sp7E, this->actor.csId, this->actor.halfDaysBits, NULL);
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if (this->actors[i] != NULL) {
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this->actors[i]->room = this->actor.room;
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}
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}
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}
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@@ -166,32 +160,32 @@ void func_8096104C(ObjMure2* this, PlayState* play) {
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void func_809611BC(ObjMure2* this, PlayState* play) {
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s32 i;
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for (i = 0; i < D_809615A8[this->actor.params & 3]; i++) {
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if (((this->unk_178 >> i) & 1) == 0) {
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if (this->unk_148[i] != NULL) {
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if (Actor_HasParent(this->unk_148[i], play)) {
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this->unk_178 |= 1 << i;
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for (i = 0; i < sChildCounts[this->actor.params & 3]; i++) {
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if (((this->spawnFlags >> i) & 1) == 0) {
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if (this->actors[i] != NULL) {
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if (Actor_HasParent(this->actors[i], play)) {
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this->spawnFlags |= 1 << i;
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} else {
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Actor_Kill(this->unk_148[i]);
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Actor_Kill(this->actors[i]);
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}
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this->unk_148[i] = NULL;
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this->actors[i] = NULL;
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}
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} else {
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this->unk_148[i] = NULL;
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this->actors[i] = NULL;
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}
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}
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}
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void func_809612BC(ObjMure2* this) {
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void ObjMure2_ClearChildrenList(ObjMure2* this) {
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s32 i;
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for (i = 0; i < D_809615A8[this->actor.params & 3]; i++) {
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if (this->unk_148[i] == NULL) {
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for (i = 0; i < sChildCounts[this->actor.params & 3]; i++) {
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if (this->actors[i] == NULL) {
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continue;
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}
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if ((((this->unk_178 >> i) & 1) == 0) && (this->unk_148[i]->update == NULL)) {
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this->unk_178 |= (1 << i);
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this->unk_148[i] = NULL;
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if ((((this->spawnFlags >> i) & 1) == 0) && (this->actors[i]->update == NULL)) {
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this->spawnFlags |= (1 << i);
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this->actors[i] = NULL;
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}
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}
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}
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@@ -199,7 +193,7 @@ void func_809612BC(ObjMure2* this) {
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void ObjMure2_Init(Actor* thisx, PlayState* play) {
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ObjMure2* this = THIS;
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Actor_ProcessInitChain(&this->actor, D_809615F4);
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Actor_ProcessInitChain(&this->actor, sInitChain);
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if (play->csCtx.state != 0) {
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this->actor.uncullZoneForward += 1200.0f;
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}
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@@ -232,8 +226,9 @@ void func_8096147C(ObjMure2* this) {
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}
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void func_80961490(ObjMure2* this, PlayState* play) {
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func_809612BC(this);
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if ((D_8096159C[this->actor.params & 3] * this->unk_17C) <= Math3D_XZLengthSquared(this->actor.projectedPos.x, this->actor.projectedPos.z)) {
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ObjMure2_ClearChildrenList(this);
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if ((D_8096159C[this->actor.params & 3] * this->unk_17C) <=
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Math3D_XZLengthSquared(this->actor.projectedPos.x, this->actor.projectedPos.z)) {
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this->actor.flags &= ~0x10;
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func_809611BC(this, play);
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func_809613E8(this);
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@@ -10,8 +10,8 @@ typedef void (*ObjMure2ActionFunc)(struct ObjMure2*, PlayState*);
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typedef struct ObjMure2 {
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/* 0x000 */ Actor actor;
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/* 0x144 */ ObjMure2ActionFunc actionFunc;
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/* 0x148 */ Actor* unk_148[12];
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u16 unk_178;
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/* 0x148 */ Actor* actors[12];
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/* 0x178*/ u16 spawnFlags;
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/* 0x17C */ f32 unk_17C;
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} ObjMure2; // size = 0x180
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