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https://github.com/HarbourMasters/2ship2harkinian.git
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refact func_80C0E1C0
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01d3efcc23
@ -1138,7 +1138,7 @@ void func_80C0E178(EnBsb* this) {
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}
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void func_80C0E1C0(EnBsb* this, PlayState* play) {
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EnBsb* temp_v0_2;
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EnBsb* newActor;
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f32 curFrame = this->skelAnime.curFrame;
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s32 i;
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@ -1151,22 +1151,22 @@ void func_80C0E1C0(EnBsb* this, PlayState* play) {
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}
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if ((this->unk_02D8 == 18) && (play->csCtx.curFrame == 897)) {
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Actor_PlaySfx(&this->actor, 0x3AA1);
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Actor_PlaySfx(&this->actor, NA_SE_EN_KITA_SALUTE);
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}
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if (this->unk_02A4 == 0) {
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if (gSaveContext.save.saveInfo.weekEventReg[0x17] & 4) {
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if (WEEKEVENTREG(0x17) & 4) {
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//! FAKE:
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if (&play->csCtx) {}
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if (1) {}
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D_80C0F8D0 = this->skelAnime.curFrame;
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for (i = 0; i < 17; i++) {
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temp_v0_2 = Actor_Spawn(&play->actorCtx, play, 0x28F, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, this->actor.shape.rot.x, this->actor.shape.rot.y,
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this->actor.shape.rot.z, this->unk_03FC[i] + 0x8000);
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if (temp_v0_2 != NULL) {
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temp_v0_2->unk_02C0 = this->unk_0330[i].y;
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newActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BSB, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, this->actor.shape.rot.x,
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this->actor.shape.rot.y, this->actor.shape.rot.z, this->unk_03FC[i] + 0x8000);
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if (newActor != NULL) {
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newActor->unk_02C0 = this->unk_0330[i].y;
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}
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}
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@ -1600,9 +1600,8 @@ void func_80C0F640(EnBsb* this, PlayState* play) {
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var_v0->pos.y += var_v0->velocity.y;
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var_v0->pos.z += var_v0->velocity.z;
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var_v0->velocity.y += var_v0->accel.y;
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if (var_v0->unk_34 != 0) {
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var_v0->unk_34--;
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} else {
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@ -1638,7 +1637,7 @@ void func_80C0F758(EnBsb* this, PlayState* play) {
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gDPSetEnvColor(POLY_OPA_DISP++, 0xFF, 0xFF, 0xFF, 0xFF);
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gSPDisplayList(POLY_OPA_DISP++, &D_0406AB30);
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Matrix_Pop();
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}
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}
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