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Merge pull request #12 from HarbourMasters/decomp/z_en_bsb
Decomp/z en bsb
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@@ -46,8 +46,10 @@ void func_80C0B290(EnBsb* this, s32 arg0);
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void func_80C0B31C(PlayState* play, EnBsb* this, Vec3f* pos);
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s32 func_80C0B888(EnBsb* this, PlayState* play);
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void func_80C0C32C(EnBsb* this);
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void func_80C0C430(EnBsb* this);
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void func_80C0F544(EnBsb* this, Vec3f* pos, Vec3f* unk2, Vec3f* unk3, f32 unk4, s32 unk5);
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#if 0
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// static ColliderJntSphElementInit sJntSphElementsInit[7] = {
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static ColliderJntSphElementInit D_80C0F8D4[7] = {
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@@ -407,7 +409,25 @@ void func_80C0C32C(EnBsb* this) {
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this->actionFunc = func_80C0C364;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bsb/func_80C0C364.s")
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void func_80C0C364(EnBsb* this, PlayState* play) {
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f32 sp2C;
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s16 sp2A;
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s32 var_v1;
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sp2A = this->actor.yawTowardsPlayer;
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this->unk_0288 = SubS_GetPathByIndex(play, this->unk_2B6, 0x1F);
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func_80C0BC30(this);
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if (this->unk_0288 != NULL) {
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sp2A = SubS_GetDistSqAndOrientPath(this->unk_0288, this->unk_028C, &this->actor.world.pos, &sp2C);
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}
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this->actor.world.rot.y -= 0x2EE;
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var_v1 = ABS_ALT((s16)(this->actor.world.rot.y - sp2A));
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func_80C0B970(this, play);
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if (var_v1 < 0x1000) {
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this->unk_2BC = this->actor.world.rot.y;
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func_80C0C430(this);
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}
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}
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void func_80C0C430(EnBsb* this) {
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this->unk2A4 = 0;
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@@ -560,7 +580,21 @@ void func_80C0D214(EnBsb* this) {
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this->actionFunc = func_80C0D27C;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bsb/func_80C0D27C.s")
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void func_80C0D27C(EnBsb *this, PlayState *play) {
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if (this->unk_0324 == 0xB) {
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if ((this->unk_0322 != 0) && (this->unk_0322 < 0x3C)) {
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this->unk_0324 = 0xA;
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}
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}
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if (((this->unk_0324 == 0xB) || (this->unk_0324 == 0xA)) && (this->unk_0322 != 0)) {
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Actor_SpawnIceEffects(play, &this->actor, &this->unk_0330, 0x11, 2, this->unk_032C, 0.4f);
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this->unk_0322 = 0;
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this->unk_0324 = 0;
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}
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if (this->unk294 == 0) {
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func_80C0C86C(this);
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}
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}
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void func_80C0D334(EnBsb* this) {
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this->actor.speed = 0.0f;
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