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https://github.com/izzy2lost/2ship2harkinian-Android.git
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EnBigokuta OK and documented + object_bigokuta documented (#563)
* EnBigokuta like half matched * match all but 2 functions * match all the functions * import data * name object stuff * use new object symbols, do some documenting * fix name of headUndersideTex * name some struct members * finish documenting * Address comments spacing, unkFunc comments, temp names, remove parens, reorder pads, data formatting, limb enum * address comments * move empty line * change the ARRAY_COUNT
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@@ -6,12 +6,53 @@
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struct EnBigokuta;
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typedef void (*EnBigokutaActionFunc)(struct EnBigokuta*, GlobalContext*);
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typedef void (*EnBigokutaUnkFunc)(GlobalContext*, struct EnBigokuta*);
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typedef enum {
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/* 00 */ BIGOKUTA_LIMB_NONE,
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/* 01 */ BIGOKUTA_LIMB_BODY,
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/* 02 */ BIGOKUTA_LIMB_ARM_BASE_RIGHT_FRONT,
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/* 03 */ BIGOKUTA_LIMB_ARM_END_RIGHT_FRONT,
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/* 04 */ BIGOKUTA_LIMB_ARM_BASE_LEFT_FRONT,
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/* 05 */ BIGOKUTA_LIMB_ARM_END_LEFT_FRONT,
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/* 06 */ BIGOKUTA_LIMB_ARM_BASE_RIGHT_BACK,
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/* 07 */ BIGOKUTA_LIMB_ARM_END_RIGHT_BACK,
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/* 08 */ BIGOKUTA_LIMB_ARM_BASE_LEFT_BACK,
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/* 09 */ BIGOKUTA_LIMB_ARM_END_LEFT_BACK,
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/* 10 */ BIGOKUTA_LIMB_HEAD,
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/* 11 */ BIGOKUTA_LIMB_TENTACLE_BASE_LEFT,
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/* 12 */ BIGOKUTA_LIMB_TENTACLE_TIP_LEFT,
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/* 13 */ BIGOKUTA_LIMB_TENTACLE_BASE_RIGHT,
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/* 14 */ BIGOKUTA_LIMB_TENTACLE_TIP_RIGHT,
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/* 15 */ BIGOKUTA_LIMB_WEAK_POINT_LEFT,
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/* 16 */ BIGOKUTA_LIMB_WEAK_POINT_RIGHT,
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/* 17 */ BIGOKUTA_LIMB_SNOUT_CENTER,
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/* 18 */ BIGOKUTA_LIMB_SNOUT_RIGHT,
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/* 19 */ BIGOKUTA_LIMB_SNOUT_LEFT,
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/* 20 */ BIGOKUTA_LIMB_MAX
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} ObjectBigokutaLimbs;
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typedef struct EnBigokuta {
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/* 0x0000 */ Actor actor;
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/* 0x0144 */ char unk_144[0x48];
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/* 0x0144 */ EnBigokutaUnkFunc unkFunc; // possibly something to do with photographing
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/* 0x0148 */ SkelAnime skelAnime;
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/* 0x018C */ EnBigokutaActionFunc actionFunc;
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/* 0x0190 */ char unk_190[0x268];
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/* 0x0190 */ u8 drawEffect;
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/* 0x0192 */ s16 timer;
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/* 0x0194 */ s16 camId;
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/* 0x0196 */ s16 cutscene;
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/* 0x0198 */ Vec3s jointTable[BIGOKUTA_LIMB_MAX];
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/* 0x0210 */ Vec3s morphTable[BIGOKUTA_LIMB_MAX];
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/* 0x0288 */ f32 drawEffectAlpha;
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/* 0x028C */ f32 drawEffectScale;
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/* 0x0290 */ f32 drawEffectSteamScale; // only affects DRAWEFFECT_ICE
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/* 0x0294 */ Vec3f playerPos;
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/* 0x02A0 */ Vec3f playerHoldPos;
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/* 0x02AC */ Vec3f camAt;
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/* 0x02B8 */ Vec3f camEye;
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/* 0x02C4 */ Vec3f limbPos[13];
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/* 0x0360 */ ColliderCylinder shellCollider;
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/* 0x03AC */ ColliderCylinder bodyCollider;
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} EnBigokuta; // size = 0x3F8
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extern const ActorInit En_Bigokuta_InitVars;
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