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Match MarioActor::incLife
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47b04d177b
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@ -207,7 +207,7 @@ decLifeMiddle__10MarioActorFv,MarioActor.o,Player.a,true
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decLifeSmall__10MarioActorFv,MarioActor.o,Player.a,true
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resetWaterLife__10MarioActorFv,MarioActor.o,Player.a,true
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updateLife__10MarioActorFv,MarioActor.o,Player.a,true
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incLife__10MarioActorFUl,MarioActor.o,Player.a,false
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incLife__10MarioActorFUl,MarioActor.o,Player.a,true
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changeMaxLife__10MarioActorFl,MarioActor.o,Player.a,false
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doPressing__10MarioActorFv,MarioActor.o,Player.a,false
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careMovingObject__10MarioActorFv,MarioActor.o,Player.a,false
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@ -21,6 +21,8 @@ public:
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void changeAnimationBck(const char *);
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void changeInterpoleFrame(s32);
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void changeTrackAnimation(unsigned char, const char *);
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const char* getCurrentAnimationName() const;
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@ -94,6 +94,7 @@ public:
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unsigned long getCurrentStatus() const;
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bool trySpinJump(unsigned char);
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void startTeresaDisappear();
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void startBas(const char *, bool, f32, f32);
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inline bool getPunchFlag1() const { // poor name
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return _8_8;
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@ -635,11 +636,8 @@ public:
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u16 _964[3];
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u16 _96A;
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// FAKE
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u32 _96C;
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u32 _970;
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// NOT FAKE
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HashSortTable* _96C; //Sounds
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const char* _970; // Sounds or somthing
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u32 _974;
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//Fake
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@ -22,6 +22,7 @@ public:
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virtual void draw3D() const;
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void setHoming();
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bool isAnimationStop();
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XanimeResourceTable* _8;
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XanimePlayer* _c;
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@ -580,10 +580,6 @@ bool MarioActor::isInPunchTimerRange() const {
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return ret;
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}
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inline const Mario::Nonsense& bs(const MarioActor &actor) {
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return actor._230 -> bitfieldStruct;
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}
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void MarioActor::updatePunching() {
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if(_944) {
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bool r6 = true;
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@ -866,3 +862,19 @@ void MarioActor::updateLife() {
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if(!_380) return;
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_380--;
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}
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void MarioActor::incLife(unsigned long amt) {
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if(isEnableNerveChange() && !_3e4) {
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const u32 tmp = getHealth();
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if(_380 != _3e0) _230 -> playSound("ライフ回復", -1);
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_380 += amt;
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if(_380 >= _3e0) _380 = _3e0;
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if(tmp == 1 && _234 -> isAnimationStop()) {
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_234 -> _c -> changeTrackAnimation(3, "ノーマルウエイト");
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if(_230 -> _970 && strcmp(_230 -> _970, "DamageWait")) {
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_230 -> startBas(NULL, false, 0f, 0f);
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setBlink(NULL);
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}
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}
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}
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}
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