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Document object_kibako (#542)
* Document object_kibako * File comment header * Single line comment styling
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@ -1,8 +1,9 @@
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<Root>
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<!-- Object for small wooden crate -->
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<File Name="object_kibako" Segment="6">
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<Texture Name="object_kibako_Tex_000000" OutName="tex_000000" Format="rgba16" Width="32" Height="64" Offset="0x0" />
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<DList Name="object_kibako_DL_001180" Offset="0x1180" />
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<Texture Name="object_kibako_Tex_001240" OutName="tex_001240" Format="rgba16" Width="64" Height="16" Offset="0x1240" />
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<DList Name="object_kibako_DL_001A70" Offset="0x1A70" />
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<Texture Name="gSmallCrateTex" OutName="small_crate" Format="rgba16" Width="32" Height="64" Offset="0x0" />
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<DList Name="gSmallCrateDL" Offset="0x1180" />
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<Texture Name="gSmallCrateFragmentTex" OutName="small_crate_fragment" Format="rgba16" Width="64" Height="16" Offset="0x1240" />
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<DList Name="gSmallCrateFragmentDL" Offset="0x1A70" />
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</File>
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</Root>
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@ -5,6 +5,8 @@
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*/
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#include "z_obj_kibako.h"
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#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "objects/object_kibako/object_kibako.h"
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#define FLAGS 0x04000010
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@ -66,14 +68,11 @@ static ColliderCylinderInit sCylinderInit = {
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{ 15, 30, 0, { 0, 0, 0 } },
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};
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extern Gfx D_06001A70[];
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extern Gfx D_06001180[];
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static s16 sObjectIdList[] = { GAMEPLAY_DANGEON_KEEP, OBJECT_KIBAKO };
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static Gfx* sKakeraDisplayLists[] = { D_05007980, D_06001A70 };
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static Gfx* sKakeraDisplayLists[] = { gameplay_dangeon_keep_DL_007980, gSmallCrateFragmentDL };
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static Gfx* sDisplayLists[] = { D_05007890, D_06001180 };
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static Gfx* sDisplayLists[] = { gameplay_dangeon_keep_DL_007890, gSmallCrateDL };
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32_DIV1000(gravity, -1500, ICHAIN_CONTINUE),
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@ -3968,11 +3968,6 @@ D_06000180 = 0x06000180;
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D_06003478 = 0x06003478;
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D_0600805C = 0x0600805C;
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// ovl_Obj_Kibako
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D_06001180 = 0x06001180;
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D_06001A70 = 0x06001A70;
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// ovl_Obj_Kzsaku
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D_06000040 = 0x06000040;
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