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Remove a bunch of unused/messy stuff
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@@ -29,6 +29,3 @@ const Collision breakable_box_seg8_collision_08012D70[] = {
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COL_TRI_STOP(),
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COL_END(),
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};
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UNUSED static const u32 breakable_box_unused_1 = 0;
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UNUSED static const u64 breakable_box_unused_2 = 0;
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@@ -2,9 +2,6 @@
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// It's possible that bubba and bub used to be 2 "actors" in
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// one actor file.
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// Bin ID? What is this?
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UNUSED static const u64 bubba_unused_1 = 0;
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// Bubba
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// 0x05000008
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@@ -1,2 +1 @@
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// Empty geo script
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UNUSED static const u64 cannon_lid_unused_1 = 0;
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@@ -9,9 +9,6 @@ static const Vtx chain_ball_seg6_vertex_06020AA0[] = {
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{{{ -26, 26, 0}, 0, { 0, 0}, {0xff, 0xff, 0xff, 0xff}}},
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};
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// align? binid?
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UNUSED static const u64 chain_ball_unused_1 = 0;
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// 0x06020AE8
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ALIGNED8 static const Texture chain_ball_seg6_texture_06020AE8[] = {
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#include "actors/chain_ball/chain_ball.rgba16.inc.c"
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@@ -1,8 +1,5 @@
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// Cyan Fish
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// ???
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UNUSED static const u64 cyan_fish_unused_1 = 0;
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// 0x0600D468
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ALIGNED8 static const Texture cyan_fish_seg6_texture_0600D468[] = {
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#include "actors/cyan_fish/cyan_fish.rgba16.inc.c"
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@@ -1,8 +1,5 @@
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// Flyguy
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// ???
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UNUSED static const u64 flyguy_unused_1 = 0;
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// 0x0800E088
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ALIGNED8 static const Texture flyguy_seg8_texture_0800E088[] = {
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#include "actors/flyguy/flyguy_cloth_wrinkle.rgba16.inc.c"
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@@ -1,8 +1,5 @@
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// Possible Removed Actor File
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// Bin ID? What is this?
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UNUSED static const u64 klepto_unused_1 = 0;
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// Klepto
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// 0x05000008
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@@ -51,5 +51,3 @@ const GeoLayout mips_geo[] = {
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GEO_CLOSE_NODE(),
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GEO_END(),
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};
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UNUSED static const u64 mips_unused_1 = 0;
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@@ -54,5 +54,3 @@ const GeoLayout moneybag_geo[] = {
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GEO_CLOSE_NODE(),
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GEO_END(),
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};
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UNUSED static const u64 moneybag_unused_1 = 0;
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@@ -142,5 +142,3 @@ const GeoLayout peach_geo[] = {
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GEO_CLOSE_NODE(),
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GEO_END(),
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};
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UNUSED static const u64 peach_unused_1 = 0;
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@@ -12,6 +12,3 @@ const struct Animation *const piranha_plant_seg6_anims_0601C31C[] = {
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&piranha_plant_seg6_anim_0601C304,
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NULL,
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};
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// huh? this isnt following the Bin ID format?
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UNUSED static const u64 piranha_plant_unused_1 = 1;
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@@ -1,7 +1,5 @@
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// Power Meter HUD
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UNUSED static const u64 power_meter_unused_1 = 0;
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// 0x030233E0
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ALIGNED8 static const Texture texture_power_meter_left_side[] = {
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#include "actors/power_meter/power_meter_left_side.rgba16.inc.c"
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@@ -1,8 +1,5 @@
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// Small Key (unused)
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// ???
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UNUSED static const u64 small_key_unused_1 = 0;
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// 0x05005798
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static const Lights1 small_key_seg5_lights_05005798 = gdSPDefLights1(
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0x3f, 0x19, 0x0c,
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@@ -27,8 +24,6 @@ static const Lights1 small_key_seg5_lights_050057E0 = gdSPDefLights1(
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0xcc, 0xff, 0x00, 0x28, 0x28, 0x28
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);
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// align
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UNUSED static const u64 small_key_unused_2 = 0;
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// 0x05005800
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static const Vtx small_key_seg5_vertex_05005800[] = {
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{{{ -14, -109, 14}, 0, { 0, 0}, {0x00, 0x00, 0x7f, 0x00}}},
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@@ -1,8 +1,5 @@
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// Snowman
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// ???
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UNUSED static const u64 snowman_unused_1 = 1;
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// Unreferenced light group
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UNUSED static const Lights1 snowman_lights_unused1 = gdSPDefLights1(
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0x0d, 0x0c, 0x28,
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@@ -67,10 +67,6 @@ static const struct Animation spindrift_seg5_anim_050006AC = {
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0,
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};
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// False Bin ID?
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UNUSED static const u64 spindrift_unused_1 = 1;
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// 0x050006D0
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ALIGNED8 static const Texture spindrift_seg5_texture_050006D0[] = {
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#include "actors/spindrift/spindrift_face.rgba16.inc.c"
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@@ -76,5 +76,3 @@ const Collision springboard_collision_05001A28[] = {
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COL_TRI_STOP(),
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COL_END(),
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};
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UNUSED static const u32 springboard_unused_1 = 0;
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@@ -1,10 +1,5 @@
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// Sushi (Shark)
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// Could be a duplicate binid of the previous actor, but i'm putting it here for
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// macro reasons so I don't have to clutter the macros.inc with a new macro for this
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// case.
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UNUSED static const u64 sushi_unused_1 = 1;
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// 0x05008ED0
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ALIGNED8 static const Texture sushi_seg5_texture_05008ED0[] = {
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#include "actors/sushi/sushi_snout.rgba16.inc.c"
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@@ -125,5 +125,3 @@ const GeoLayout toad_geo[] = {
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GEO_CLOSE_NODE(),
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GEO_END(),
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};
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UNUSED static const u64 toad_unused_1 = 0;
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@@ -18,9 +18,6 @@ static const Lights1 ukiki_seg5_lights_05007BA0 = gdSPDefLights1(
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0xe7, 0x93, 0x61, 0x28, 0x28, 0x28
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);
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// The hell?
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UNUSED static const u64 ukiki_unused_1 = 1;
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// 0x05007BC0
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ALIGNED8 static const Texture ukiki_seg5_texture_05007BC0[] = {
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#include "actors/ukiki/ukiki_face.rgba16.inc.c"
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@@ -29,5 +29,3 @@ const Collision whomp_seg6_collision_06020A0C[] = {
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COL_TRI_STOP(),
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COL_END(),
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};
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UNUSED static const u32 whomp_unused_2 = 0;
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