mirror of https://github.com/zeldaret/tmc.git
True match sub_08068578 (#683)
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@ -15,7 +15,7 @@ typedef union {
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struct {
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u16 x;
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u16 y;
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u16 z;
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s16 z;
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u8 framestate;
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u8 animationState : 6;
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u8 collisionLayer : 2;
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@ -41,7 +41,7 @@ typedef union {
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void sub_08068318(ZeldaFollowerEntity*);
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void sub_0806854C(ZeldaFollowerEntity*, u32*);
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void sub_08068578(Entity* this);
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void sub_08068578(ZeldaFollowerEntity* this);
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void ZeldaFollower(ZeldaFollowerEntity* this) {
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if (super->action == 0) {
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@ -63,7 +63,6 @@ void ZeldaFollower(ZeldaFollowerEntity* this) {
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void sub_08068318(ZeldaFollowerEntity* this) {
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s32 dist;
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s16 z;
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u32 animIndex;
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u32 animIndexTmp;
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@ -85,7 +84,7 @@ void sub_08068318(ZeldaFollowerEntity* this) {
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super->x.HALF.HI = gPlayerEntity.base.x.HALF.HI;
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super->y.HALF.HI = gPlayerEntity.base.y.HALF.HI;
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super->spriteSettings.draw = 1;
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sub_08068578(super);
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sub_08068578(this);
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}
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animIndex = 0;
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@ -100,9 +99,8 @@ void sub_08068318(ZeldaFollowerEntity* this) {
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}
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} else {
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heapPtr += ZELDA_FOLLOWER_HEAP_LEN - 1;
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z = heapPtr->FIELDS.z;
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if (z < 0) {
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if (heapPtr->FIELDS.z < 0) {
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ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(super, heapPtr);
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animIndex = 0x4;
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} else {
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@ -154,128 +152,41 @@ void sub_0806854C(ZeldaFollowerEntity* this, u32* none) {
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this->unk_68 = 1;
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RemoveInteractableObject(super);
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super->hitbox = NULL;
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sub_08068578(super);
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sub_08068578(this);
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}
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}
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void sub_08068578(Entity* this) {
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ZeldaFollowerItem* item;
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s32 index;
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#ifdef REWRITE_CODE
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u32 r0;
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u32 r1;
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u32 r2;
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u32 r3;
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u32 r5;
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u32 r6;
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u32 r8;
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s32 y;
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u32 r10;
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s32 x;
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#else
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register u32 r5 asm("r5");
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register u32 r6 asm("r6");
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register u32 r0 asm("r0");
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register u32 r1 asm("r1");
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register u32 r2 asm("r2");
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register u32 r3 asm("r3");
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register s32 r8 asm("r8");
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register s32 y asm("r9");
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register s32 r10 asm("r10");
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register s32 x asm("r12");
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#endif
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void sub_08068578(ZeldaFollowerEntity* this) {
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s32 dx, dy;
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s32 i;
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// first u32 (r5)
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#ifdef REWRITE_CODE
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r0 = gPlayerEntity.base.x.HALF_U.HI | (r5 & 0xffff0000);
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r5 = (gPlayerEntity.base.y.HALF_U.HI << 0x10) | (r0 & 0x0000ffff);
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#else
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r1 = gPlayerEntity.base.x.HALF_U.HI;
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ZeldaFollowerItem *heapPtr, item;
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r3 = 0xffff0000;
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r0 = r3;
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r0 &= r5;
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r0 |= r1;
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// Copy from the player's position/state.
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item.FIELDS.x = gPlayerEntity.base.x.HALF_U.HI;
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item.FIELDS.y = gPlayerEntity.base.y.HALF_U.HI;
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item.FIELDS.z = gPlayerEntity.base.z.HALF_U.HI;
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item.FIELDS.framestate = gPlayerState.framestate;
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item.FIELDS.animationState = gPlayerEntity.base.animationState;
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item.FIELDS.collisionLayer = gPlayerEntity.base.collisionLayer;
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r1 = gPlayerEntity.base.y.HALF_U.HI;
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r1 <<= 0x10;
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r2 = 0xffff;
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r0 &= r2;
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r0 |= r1;
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r5 = r0;
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#endif
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// Compute the distance between zelda and the player.
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dx = gPlayerEntity.base.x.HALF.HI - super->x.HALF.HI;
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dy = gPlayerEntity.base.y.HALF.HI - super->y.HALF.HI;
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// second u32 (r6)
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#ifdef REWRITE_CODE
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r3 = gPlayerEntity.base.z.HALF_U.HI | (r6 & 0xffff0000);
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r2 = (gPlayerState.framestate << 0x10) | (r3 & 0xff00ffff);
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r0 = ((gPlayerEntity.base.animationState & 0x3f) << 0x18) | (r2 & 0xc0ffffff);
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r6 = (gPlayerEntity.base.collisionLayer << 0x1e) | (r0 & 0x3fffffff);
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#else
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r0 = gPlayerEntity.base.z.HALF_U.HI;
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r3 &= r6;
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r3 |= r0;
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// Divide it into ZELDA_FOLLOWER_HEAP_LEN increments.
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dx = FixedDiv(dx, ZELDA_FOLLOWER_HEAP_LEN);
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dy = FixedDiv(dy, ZELDA_FOLLOWER_HEAP_LEN);
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r0 = gPlayerState.framestate;
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r0 <<= 0x10;
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r2 = 0xff00ffff;
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r2 &= r3;
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r2 |= r0;
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r1 = gPlayerEntity.base.animationState;
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r0 = 0x3f;
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r1 &= r0;
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r1 <<= 0x18;
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r0 = 0xc0ffffff;
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r0 &= r2;
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r0 |= r1;
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// gPlayerEntity.base.is now at r1
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r1 = gPlayerEntity.base.collisionLayer;
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r1 <<= 0x1e;
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r2 = 0x3fffffff;
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r0 &= r2;
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r0 |= r1;
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r6 = r0;
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#endif
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#ifdef REWRITE_CODE
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r10 = gPlayerEntity.base.x.HALF.HI - this->x.HALF.HI;
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#else
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r1 = gPlayerEntity.base.x.HALF.HI;
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r0 = this->x.HALF.HI;
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r0 = r1 - r0;
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r10 = r0;
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#endif
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#ifdef REWRITE_CODE
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r8 = gPlayerEntity.base.y.HALF.HI - this->y.HALF.HI;
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#else
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r1 = gPlayerEntity.base.y.HALF.HI;
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r0 = this->y.HALF.HI;
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r0 = r1 - r0;
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r8 = r0;
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#endif
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r10 = FixedDiv(r10, 0x14);
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r8 = FixedDiv(r8, 0x14);
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item = this->myHeap;
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y = 0;
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x = 0;
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// Down here the u32 are suddendly accessed correctly as u16 and bitfields?
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// How are the results of above u32 calculations used?
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for (index = 0x13; index >= 0; index--) {
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item->FIELDS.x = r5 - (x >> 8);
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item->FIELDS.y = (r5 >> 0x10) - (y >> 8);
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item->FIELDS.z = r6;
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item->FIELDS.framestate = r6 >> 0x10;
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item->FIELDS.animationState = this->animationState & 0x3f;
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item->FIELDS.collisionLayer = this->collisionLayer;
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item++;
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y = y + r8;
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x = x + r10;
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heapPtr = ZELDA_FOLLOWER_HEAP;
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for (i = 0; i < ZELDA_FOLLOWER_HEAP_LEN; i++) {
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heapPtr->FIELDS.x = item.FIELDS.x - ((i * dx) >> 8);
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heapPtr->FIELDS.y = item.FIELDS.y - ((i * dy) >> 8);
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heapPtr->FIELDS.z = item.FIELDS.z;
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heapPtr->FIELDS.framestate = item.FIELDS.framestate;
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heapPtr->FIELDS.animationState = super->animationState;
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heapPtr->FIELDS.collisionLayer = super->collisionLayer;
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heapPtr++;
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}
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}
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@ -288,11 +199,11 @@ void ZeldaFollower_Show(Entity* zelda, ZeldaFollowerEntity* follower) {
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follower->unk_68 = 1;
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follower->base.spriteSettings.draw = 1;
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follower->base.animationState = zelda->animationState;
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sub_08068578(&follower->base);
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sub_08068578(follower);
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InitAnimationForceUpdate(&follower->base, follower->base.animationState / 2);
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}
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void sub_080686C4(Entity* zelda, Entity* follower) {
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follower->y.HALF.HI -= 0x10;
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void sub_080686C4(Entity* zelda, ZeldaFollowerEntity* follower) {
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follower->base.y.HALF.HI -= 0x10;
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sub_08068578(follower);
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}
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