mirror of https://github.com/zeldaret/mm.git
Import some bss (#1301)
* flg_set * EnItem00 * pad_801DC9C0 * EventMgr * sPad * files.txt * const s32 sPad
This commit is contained in:
parent
283a37affb
commit
a2c2c45a0e
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@ -2066,7 +2066,6 @@ extern u8 gSequenceTable[];
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extern u8 gSampleBankTable[];
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// bss
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// extern UNK_TYPE1 D_801ED890;
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// extern UNK_TYPE1 D_801ED894;
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extern CollisionPoly* D_801ED8B0;
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extern s32 D_801ED8B4;
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@ -2154,11 +2153,6 @@ extern UNK_TYPE D_801F4DDC;
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extern u8 gDisablePlayerCsModeStartPos;
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extern s16 gDungeonBossWarpSceneId;
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extern ActorCutscene* sSceneCutsceneList;
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extern s16 sSceneCutsceneCount;
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extern u8 sWaitingCutsceneList[16];
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// extern UNK_TYPE1 D_801F4E08;
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extern u8 sNextCutsceneList[16];
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// extern UNK_TYPE1 D_801F4E20;
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extern u8 D_801F4E30;
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// extern UNK_TYPE1 D_801F4E31;
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4
spec
4
spec
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@ -434,7 +434,6 @@ beginseg
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include "build/data/code/gspS2DEX2.fifo.data.o"
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include "build/data/code/njpgdspMain.data.o"
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include "build/src/code/z_en_a_keep.o"
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include "build/data/code/code_801E3FA0.bss.o"
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include "build/src/code/z_en_item00.o"
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include "build/src/code/z_eff_blure.o"
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include "build/src/code/z_eff_shield_particle.o"
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@ -446,8 +445,6 @@ beginseg
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include "build/src/code/z_effect_soft_sprite_old_init.o"
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include "build/src/code/z_effect_soft_sprite_dlftbls.o"
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include "build/src/code/flg_set.o"
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include "build/data/code/flg_set.bss.o"
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include "build/src/code/pad_801DC9C0.o"
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include "build/src/code/z_DLF.o"
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include "build/src/code/z_actor.o"
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include "build/data/code/z_actor.bss.o"
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@ -473,7 +470,6 @@ beginseg
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include "build/src/code/z_face_reaction.o"
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include "build/src/code/z_env_flags.o"
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include "build/src/code/z_eventmgr.o"
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include "build/data/code/z_eventmgr.bss.o"
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include "build/src/code/z_fcurve_data.o"
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include "build/src/code/z_fcurve_data_skelanime.o"
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include "build/src/code/z_fireobj.o"
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@ -265,7 +265,7 @@ void FlagSet_Update(GameState* gameState) {
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}
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}
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extern s32 D_801ED890;
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s32 sFlagBitIndex;
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void FlagSet_Draw(GameState* gameState) {
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GraphicsContext* gfxCtx = gameState->gfxCtx;
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@ -288,23 +288,23 @@ void FlagSet_Draw(GameState* gameState) {
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GfxPrint_SetPos(&printer, 12, 15);
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// Print the flag bits in the current byte, largest to smallest
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for (D_801ED890 = 7; D_801ED890 >= 0; D_801ED890--) {
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for (sFlagBitIndex = 7; sFlagBitIndex >= 0; sFlagBitIndex--) {
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// Highlight current flag bit in white, rest in grey
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if ((u32)D_801ED890 == sCurrentBit) {
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if (sFlagBitIndex == sCurrentBit) {
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GfxPrint_SetColor(&printer, 200, 200, 200, 255);
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} else {
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GfxPrint_SetColor(&printer, 100, 100, 100, 255);
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}
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// Display 1 if flag set and 0 if not
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if (*sFlagEntries[sEntryIndex].value & (1 << D_801ED890)) {
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if (*sFlagEntries[sEntryIndex].value & (1 << sFlagBitIndex)) {
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GfxPrint_Printf(&printer, "1");
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} else {
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GfxPrint_Printf(&printer, "0");
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}
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// Add a space after each group of 4
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if ((D_801ED890 % 4) == 0) {
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if ((sFlagBitIndex % 4) == 0) {
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GfxPrint_Printf(&printer, " ");
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}
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}
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@ -318,3 +318,5 @@ void FlagSet_Draw(GameState* gameState) {
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CLOSE_DISPS(gfxCtx);
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}
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static const s32 sPad[5] = { 0 };
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@ -1 +0,0 @@
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static const char pad_801DC9C0[] = { 0 };
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@ -59,6 +59,8 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
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};
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static s32 sBssPad;
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void EnItem00_SetObject(EnItem00* this, PlayState* play, f32* shadowOffset, f32* shadowScale) {
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Actor_SetObjectDependency(play, &this->actor);
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Actor_SetScale(&this->actor, 0.5f);
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@ -74,43 +76,43 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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f32 shadowOffset = 980.0f;
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f32 shadowScale = 6.0f;
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s32 getItemId = GI_NONE;
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s32 sp30 = ENITEM00_GET_8000(&this->actor) ? 1 : 0;
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s32 sp30 = ENITEM00_GET_8000(thisx) ? 1 : 0;
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this->collectibleFlag = ENITEM00_GET_7F00(&this->actor);
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this->collectibleFlag = ENITEM00_GET_7F00(thisx);
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thisx->params &= 0xFF; // Has to be thisx to match
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thisx->params &= 0xFF;
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if (Flags_GetCollectible(play, this->collectibleFlag)) {
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if (this->actor.params == ITEM00_HEART_PIECE) {
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if (thisx->params == ITEM00_HEART_PIECE) {
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sp30 = 0;
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this->collectibleFlag = 0;
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this->actor.params = ITEM00_RECOVERY_HEART;
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thisx->params = ITEM00_RECOVERY_HEART;
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} else {
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Actor_Kill(&this->actor);
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Actor_Kill(thisx);
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return;
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}
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}
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if (this->actor.params == ITEM00_3_HEARTS) {
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this->actor.params = ITEM00_RECOVERY_HEART;
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if (thisx->params == ITEM00_3_HEARTS) {
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thisx->params = ITEM00_RECOVERY_HEART;
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}
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Actor_ProcessInitChain(&this->actor, sInitChain);
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Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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Actor_ProcessInitChain(thisx, sInitChain);
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Collider_InitAndSetCylinder(play, &this->collider, thisx, &sCylinderInit);
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this->unk150 = 1;
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switch (this->actor.params) {
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switch (thisx->params) {
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case ITEM00_RUPEE_GREEN:
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case ITEM00_RUPEE_BLUE:
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case ITEM00_RUPEE_RED:
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Actor_SetScale(&this->actor, 0.015f);
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Actor_SetScale(thisx, 0.015f);
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this->unk154 = 0.015f;
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shadowOffset = 750.0f;
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break;
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case ITEM00_SMALL_KEY:
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this->unk150 = 0;
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Actor_SetScale(&this->actor, 0.03f);
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Actor_SetScale(thisx, 0.03f);
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this->unk154 = 0.03f;
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shadowOffset = 350.0f;
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break;
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@ -118,18 +120,18 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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case ITEM00_HEART_PIECE:
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case ITEM00_HEART_CONTAINER:
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this->unk150 = 0;
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Actor_SetScale(&this->actor, 0.02f);
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Actor_SetScale(thisx, 0.02f);
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this->unk154 = 0.02f;
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shadowOffset = 650.0f;
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if (this->actor.params == ITEM00_HEART_CONTAINER) {
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if (thisx->params == ITEM00_HEART_CONTAINER) {
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sp30 = -1;
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}
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break;
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case ITEM00_RECOVERY_HEART:
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this->actor.home.rot.z = Rand_CenteredFloat(0xFFFF);
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thisx->home.rot.z = Rand_CenteredFloat(0xFFFF);
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shadowOffset = 430.0f;
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Actor_SetScale(&this->actor, 0.02f);
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Actor_SetScale(thisx, 0.02f);
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this->unk154 = 0.02f;
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break;
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@ -137,7 +139,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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case ITEM00_ARROWS_30:
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case ITEM00_ARROWS_40:
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case ITEM00_ARROWS_50:
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Actor_SetScale(&this->actor, 0.035f);
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Actor_SetScale(thisx, 0.035f);
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this->unk154 = 0.035f;
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shadowOffset = 250.0f;
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break;
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@ -149,25 +151,25 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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case ITEM00_MAGIC_SMALL:
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case ITEM00_NUTS_10:
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case ITEM00_BOMBS_0:
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Actor_SetScale(&this->actor, 0.03f);
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Actor_SetScale(thisx, 0.03f);
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this->unk154 = 0.03f;
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shadowOffset = 320.0f;
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break;
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case ITEM00_MAGIC_LARGE:
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Actor_SetScale(&this->actor, 4.5f * 0.01f);
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Actor_SetScale(thisx, 4.5f * 0.01f);
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this->unk154 = 4.5f * 0.01f;
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shadowOffset = 320.0f;
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break;
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case ITEM00_RUPEE_HUGE:
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Actor_SetScale(&this->actor, 4.5f * 0.01f);
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Actor_SetScale(thisx, 4.5f * 0.01f);
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this->unk154 = 4.5f * 0.01f;
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shadowOffset = 750.0f;
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break;
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case ITEM00_RUPEE_PURPLE:
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Actor_SetScale(&this->actor, 0.03f);
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Actor_SetScale(thisx, 0.03f);
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this->unk154 = 0.03f;
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shadowOffset = 750.0f;
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break;
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@ -175,22 +177,22 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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case ITEM00_FLEXIBLE:
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case ITEM00_BIG_FAIRY:
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shadowOffset = 500.0f;
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Actor_SetScale(&this->actor, 0.01f);
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Actor_SetScale(thisx, 0.01f);
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this->unk154 = 0.01f;
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break;
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case ITEM00_SHIELD_HERO:
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this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_SHIELD_2);
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thisx->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_SHIELD_2);
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EnItem00_SetObject(this, play, &shadowOffset, &shadowScale);
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break;
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case ITEM00_MAP:
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this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_MAP);
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thisx->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_MAP);
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EnItem00_SetObject(this, play, &shadowOffset, &shadowScale);
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break;
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case ITEM00_COMPASS:
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this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_COMPASS);
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thisx->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_COMPASS);
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EnItem00_SetObject(this, play, &shadowOffset, &shadowScale);
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break;
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@ -199,9 +201,9 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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}
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this->unk14E = 0;
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ActorShape_Init(&this->actor.shape, shadowOffset, ActorShadow_DrawCircle, shadowScale);
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this->actor.shape.shadowAlpha = 180;
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this->actor.focus.pos = this->actor.world.pos;
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ActorShape_Init(&thisx->shape, shadowOffset, ActorShadow_DrawCircle, shadowScale);
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thisx->shape.shadowAlpha = 180;
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thisx->focus.pos = thisx->world.pos;
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this->getItemId = GI_NONE;
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if (sp30 < 0) {
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@ -219,11 +221,11 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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this->unk152 = 15;
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this->unk14C = 35;
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this->actor.speed = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->actor.gravity = 0.0f;
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thisx->speed = 0.0f;
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thisx->velocity.y = 0.0f;
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thisx->gravity = 0.0f;
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switch (this->actor.params) {
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switch (thisx->params) {
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case ITEM00_RUPEE_GREEN:
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Item_Give(play, ITEM_RUPEE_GREEN);
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break;
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@ -298,8 +300,8 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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break;
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}
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if ((getItemId != GI_NONE) && !Actor_HasParent(&this->actor, play)) {
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Actor_OfferGetItem(&this->actor, play, getItemId, 50.0f, 20.0f);
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if ((getItemId != GI_NONE) && !Actor_HasParent(thisx, play)) {
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Actor_OfferGetItem(thisx, play, getItemId, 50.0f, 20.0f);
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}
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this->actionFunc = func_800A6A40;
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@ -373,7 +375,7 @@ static Vec3f sEffectVelocity = { 0.0f, 0.1f, 0.0f };
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static Vec3f sEffectAccel = { 0.0f, 0.01f, 0.0f };
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void func_800A6650(EnItem00* this, PlayState* play) {
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u32 pad;
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s32 pad;
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Vec3f pos;
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if (this->actor.params <= ITEM00_RUPEE_RED) {
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@ -55,6 +55,13 @@ CutsceneManager sCutsceneMgr = {
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CS_ID_NONE, 0, CS_ID_NONE, SUB_CAM_ID_DONE, NULL, CS_START_0, NULL, CAM_ID_MAIN, false,
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};
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ActorCutscene* sSceneCutsceneList;
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s16 sSceneCutsceneCount;
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u8 sWaitingCutsceneList[16];
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static s32 sBssPad;
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u8 sNextCutsceneList[16];
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static s32 sBssPad2;
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s16 CutsceneManager_SetHudVisibility(s16 csHudVisibility) {
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u16 hudVisibility;
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@ -68,7 +68,7 @@ Vec3f D_80947B10[] = {
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{ -1.0f, -2.0f, -0.2f }, { 0.0f, -2.0f, -0.2f }, { 1.0f, -2.0f, -0.2f }, { 0.0f, -3.0f, -0.5f },
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};
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static s32 sPad[2] = { 0, 0 };
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static s32 sPad[2] = { 0 };
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#include "overlays/ovl_En_Sda/ovl_En_Sda.c"
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@ -30,7 +30,7 @@ ActorInit En_Tanron1_InitVars = {
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(ActorFunc)EnTanron1_Draw,
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};
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static u64 sPad = { 0 };
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static s32 sPad[2] = { 0 };
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#include "overlays/ovl_En_Tanron1/ovl_En_Tanron1.c"
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@ -691,7 +691,7 @@
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0x801E3F40 : "njpgdspMain",
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# .bss section
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0x801E3FA0 : "code_801E3FA0",
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0x801E3FA0 : "z_en_item00",
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0x801E3FB0 : "z_effect",
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0x801ED890 : "flg_set",
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0x801ED8A0 : "z_actor",
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@ -3799,7 +3799,7 @@
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0x801E3F40:("njpgdspMainDataStart","UNK_TYPE1","",0x1),
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0x801E3FA0:("D_801E3FA0","UNK_TYPE1","",0x1),
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0x801E3FB0:("sEffectContext","EffectContext","",0x98E0),
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0x801ED890:("D_801ED890","UNK_TYPE1","",0x1),
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0x801ED890:("sFlagBitIndex","UNK_TYPE1","",0x1),
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0x801ED894:("D_801ED894","UNK_TYPE1","",0x1),
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0x801ED8A0:("sActorFaultClient","UNK_TYPE1","",0x1),
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0x801ED8B0:("D_801ED8B0","UNK_TYPE1","",0x1),
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