mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Merge branch 'danpei_movebg' of https://github.com/Synray/mm into zret
This commit is contained in:
@@ -3421,8 +3421,7 @@ beginseg
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name "ovl_Bg_Danpei_Movebg"
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compress
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include "build/src/overlays/actors/ovl_Bg_Danpei_Movebg/z_bg_danpei_movebg.o"
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include "build/data/ovl_Bg_Danpei_Movebg/ovl_Bg_Danpei_Movebg.data.o"
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include "build/data/ovl_Bg_Danpei_Movebg/ovl_Bg_Danpei_Movebg.reloc.o"
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include "build/src/overlays/actors/ovl_Bg_Danpei_Movebg/ovl_Bg_Danpei_Movebg_reloc.o"
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endseg
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beginseg
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@@ -5,6 +5,7 @@
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*/
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#include "z_bg_danpei_movebg.h"
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#include "objects/object_d_lift/object_d_lift.h"
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#define FLAGS (ACTOR_FLAG_10)
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@@ -14,7 +15,15 @@ void BgDanpeiMovebg_Init(Actor* thisx, PlayState* play);
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void BgDanpeiMovebg_Destroy(Actor* thisx, PlayState* play);
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void BgDanpeiMovebg_Update(Actor* thisx, PlayState* play);
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#if 0
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void func_80AF6EA8(BgDanpeiMovebg* this, PlayState* play);
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void func_80AF70FC(BgDanpeiMovebg* this, PlayState* play);
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void func_80AF74CC(Actor* thisx, PlayState* play);
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u16 func_80AF705C(BgDanpeiMovebg* this, u16 flags);
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void func_80AF71FC(BgDanpeiMovebg* this, PlayState* play);
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void func_80AF72F8(BgDanpeiMovebg* this, PlayState* play);
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void func_80AF7354(BgDanpeiMovebg* this, PlayState* play);
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void func_80AF746C(BgDanpeiMovebg* this, PlayState* play);
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ActorInit Bg_Danpei_Movebg_InitVars = {
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/**/ ACTOR_BG_DANPEI_MOVEBG,
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/**/ ACTORCAT_BG,
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@@ -27,38 +36,181 @@ ActorInit Bg_Danpei_Movebg_InitVars = {
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/**/ NULL,
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};
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// static InitChainEntry sInitChain[] = {
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static InitChainEntry D_80AF753C[] = {
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static u16 D_80AF7530[] = { OBJECT_D_LIFT, OBJECT_DANPEI_OBJECT };
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static Gfx* D_80AF7534[] = { gDampeGraveBrownElevatorDL };
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static CollisionHeader* D_80AF7538[] = { &gDampeGraveBrownElevatorCol };
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 1100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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#endif
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s32 func_80AF6DE0(PlayState* this, ActorPathing* actorPathing) {
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Actor* actor;
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s32 res;
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extern InitChainEntry D_80AF753C[];
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actor = actorPathing->actor;
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res = 0;
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if (actorPathing->distSqToCurPoint < actor->speed * actor->speed) {
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res = 1;
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} else {
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actor->world.rot.x = actorPathing->rotToCurPoint.x;
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actor->world.rot.y = actorPathing->rotToCurPoint.y;
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}
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return res;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF6DE0.s")
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void BgDanpeiMovebg_Init(Actor* thisx, PlayState* play) {
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BgDanpeiMovebg* this = THIS;
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DynaPolyActor_Init(&this->dyna, 1);
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this->bankIdx = SubS_GetObjectIndex(D_80AF7530[BGDANPEIMOVEBG_GET_TYPE(thisx)], play);
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if (this->bankIdx < 0) {
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Actor_Kill(&this->dyna.actor);
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}
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this->actionFunc = func_80AF6EA8;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/BgDanpeiMovebg_Init.s")
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void func_80AF6EA8(BgDanpeiMovebg* this, PlayState* play) {
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Actor* thisx = (Actor*)this;
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if (SubS_IsObjectLoaded(this->bankIdx, play)) {
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->bankIdx].segment);
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this->dyna.actor.objBankIndex = this->bankIdx;
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this->dyna.actor.draw = func_80AF74CC;
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Actor_ProcessInitChain(thisx, sInitChain);
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DynaPolyActor_LoadMesh(play, &this->dyna, D_80AF7538[BGDANPEIMOVEBG_GET_TYPE(thisx)]);
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this->dList = D_80AF7534[BGDANPEIMOVEBG_GET_TYPE(thisx)];
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF6EA8.s")
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/* If D_LIFT */
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if (BGDANPEIMOVEBG_GET_TYPE(thisx) == 0) {
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this->dyna.actor.gravity = 0.0f;
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this->dyna.actor.speed = 1.0f;
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SubS_ActorPathing_Init(play, &thisx->world.pos, thisx, &this->actorPath, play->setupPathList,
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BGDANPEIMOVEBG_GET_PATH_INDEX(thisx), 0, 0, 0, 0);
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this->actionFunc = func_80AF70FC;
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}
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/BgDanpeiMovebg_Destroy.s")
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void BgDanpeiMovebg_Destroy(Actor* thisx, PlayState* play) {
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BgDanpeiMovebg* this = THIS;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/BgDanpeiMovebg_Update.s")
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void BgDanpeiMovebg_Update(Actor* thisx, PlayState* play) {
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BgDanpeiMovebg* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF705C.s")
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this->actionFunc(this, play);
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this->prevFlags = this->flags;
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this->flags &= ~1;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF70FC.s")
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u16 func_80AF705C(BgDanpeiMovebg* this, u16 flags) {
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u16 newFlags = flags & ~0x1C;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF71FC.s")
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if (DynaPolyActor_IsActorOnTop(&this->dyna) && (this->flags & 1)) {
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newFlags |= 4;
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}
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if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
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if (gSaveContext.save.playerForm == PLAYER_FORM_DEKU) {
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newFlags |= 8;
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} else {
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newFlags |= 0x10;
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}
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}
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return newFlags;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF72F8.s")
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void func_80AF70FC(BgDanpeiMovebg* this, PlayState* play) {
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this->flags = func_80AF705C(this, this->flags);
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if (this->flags & 0xC) {
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if (this->flags & 4) {
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this->flags |= 2;
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}
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this->actionFunc = func_80AF71FC;
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} else if (this->flags & 0x10) {
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if (!(this->prevFlags & 0x10)) {
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SINK_WOOD_FLOOR);
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}
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Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 8.0f, 1.0f, 2.0f, 0.01f);
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} else {
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if (this->prevFlags & 0x10) {
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_REBOUND_WOOD_FLOOR);
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}
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Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 1.0f, 2.0f, 0.01f);
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF7354.s")
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void func_80AF71FC(BgDanpeiMovebg* this, PlayState* play) {
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SubS_ActorPathing_Update(play, &this->actorPath, SubS_ActorPathing_ComputePointInfo, func_80AF6DE0,
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SubS_ActorPathing_MoveWithoutGravityReverse, SubS_ActorPathing_SetNextPoint);
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Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_PLATE_LIFT_LEVEL - SFX_FLAG);
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if (this->actorPath.flags & ACTOR_PATHING_REACHED_END_TEMPORARY) {
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if (this->flags & 2) {
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this->flags &= ~0x2;
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}
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this->actionFunc = func_80AF72F8;
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} else {
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this->flags = func_80AF705C(this, this->flags);
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if ((this->flags & 0x10) || (this->flags & 0xC) == 0xC) {
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this->actionFunc = func_80AF746C;
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} else if ((this->flags & 0x1C) == 0) {
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this->actorPath.flags |= ACTOR_PATHING_MOVE_BACKWARDS;
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this->dyna.actor.speed = 2.0f;
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this->actionFunc = func_80AF7354;
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}
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF746C.s")
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void func_80AF72F8(BgDanpeiMovebg* this, PlayState* play) {
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this->flags = func_80AF705C(this, this->flags);
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if (!(this->flags & 0x1C)) {
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this->actorPath.flags |= ACTOR_PATHING_MOVE_BACKWARDS;
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this->dyna.actor.speed = 2.0f;
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this->actionFunc = func_80AF7354;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF74CC.s")
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void func_80AF7354(BgDanpeiMovebg* this, PlayState* play) {
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Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_PLATE_LIFT_LEVEL - SFX_FLAG);
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this->flags = func_80AF705C(this, this->flags);
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SubS_ActorPathing_Update(play, &this->actorPath, SubS_ActorPathing_ComputePointInfo, func_80AF6DE0,
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SubS_ActorPathing_MoveWithoutGravityReverse, SubS_ActorPathing_SetNextPoint);
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if ((this->flags & 0x10) || (this->flags & 0xC) == 0xC) {
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this->actionFunc = func_80AF746C;
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} else if ((this->flags & 0xC) && (this->flags & 0xC) != 0xC) {
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this->actorPath.flags &= ~ACTOR_PATHING_MOVE_BACKWARDS;
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this->dyna.actor.speed = 1.0f;
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if (this->flags & 4) {
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this->flags |= 2;
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}
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this->actionFunc = func_80AF71FC;
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}
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if (this->actorPath.flags & ACTOR_PATHING_REACHED_END_TEMPORARY) {
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this->actorPath.flags &= ~ACTOR_PATHING_MOVE_BACKWARDS;
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this->flags &= ~2;
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this->dyna.actor.speed = 1.0f;
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this->actionFunc = func_80AF70FC;
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}
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}
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void func_80AF746C(BgDanpeiMovebg* this, PlayState* arg1) {
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this->flags = func_80AF705C(this, this->flags);
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if (!(this->flags & 0x18)) {
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if (this->actorPath.flags & ACTOR_PATHING_MOVE_BACKWARDS) {
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this->actionFunc = func_80AF7354;
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} else {
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this->actionFunc = func_80AF71FC;
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}
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}
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}
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void func_80AF74CC(Actor* thisx, PlayState* play) {
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BgDanpeiMovebg* this = THIS;
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if (this->dList != NULL) {
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Gfx_DrawDListOpa(play, this->dList);
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}
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}
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@@ -7,12 +7,17 @@ struct BgDanpeiMovebg;
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typedef void (*BgDanpeiMovebgActionFunc)(struct BgDanpeiMovebg*, PlayState*);
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#define BGDANPEIMOVEBG_GET_PATH_INDEX(thisx) ((thisx)->params & 0x7F)
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#define BGDANPEIMOVEBG_GET_TYPE(thisx) (((thisx)->params >> 0xE) & 3)
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typedef struct BgDanpeiMovebg {
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/* 0x000 */ DynaPolyActor dyna;
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/* 0x15C */ BgDanpeiMovebgActionFunc actionFunc;
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/* 0x160 */ char unk_160[0x6C];
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/* 0x1CC */ u16 unk_1CC;
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/* 0x1CE */ char unk_1CE[0xA];
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/* 0x160 */ ActorPathing actorPath;
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/* 0x1CC */ u16 flags;
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/* 0x1CE */ u16 prevFlags;
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/* 0x1D0 */ Gfx* dList;
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/* 0x1D4 */ s8 bankIdx;
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} BgDanpeiMovebg; // size = 0x1D8
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#endif // Z_BG_DANPEI_MOVEBG_H
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@@ -1297,8 +1297,8 @@ void EnTk_Update(Actor* thisx, PlayState* play) {
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if (platform != NULL) {
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if (platform->dyna.actor.id == ACTOR_BG_DANPEI_MOVEBG) {
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platform->unk_1CC |= 1;
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if (platform->unk_1CC & 2) {
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platform->flags |= 1;
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if (platform->flags & 2) {
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this->unk_2CA |= 1;
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}
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}
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