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naming (#1425)
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5dced7a09b
commit
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@ -1,7 +1,8 @@
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<Root>
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<!-- Object for Underwater grate -->
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<File Name="object_kzsaku" Segment="6">
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<DList Name="object_kzsaku_DL_000040" Offset="0x40" /> <!-- Original name is "kz_saku_model" -->
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<Texture Name="object_kzsaku_Tex_0000D0" OutName="tex_0000D0" Format="ia8" Width="32" Height="128" Offset="0xD0" />
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<Collision Name="object_kzsaku_Colheader_001118" Offset="0x1118" /> <!-- Original name is "z2_30_saku_bgdatainfo" -->
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<DList Name="gUnderwaterGrateDL" Offset="0x40" /> <!-- Original name is "kz_saku_model" -->
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<Texture Name="gUnderwaterGrateTex" OutName="underwater_grate" Format="ia8" Width="32" Height="128" Offset="0xD0" />
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<Collision Name="gUnderwaterGrateCol" Offset="0x1118" /> <!-- Original name is "z2_30_saku_bgdatainfo" -->
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</File>
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</Root>
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@ -42,7 +42,7 @@ void ObjKzsaku_Init(Actor* thisx, PlayState* play) {
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Actor_SetScale(&this->dyna.actor, 1.0f);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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CollisionHeader_GetVirtual(&object_kzsaku_Colheader_001118, &col);
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CollisionHeader_GetVirtual(&gUnderwaterGrateCol, &col);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, col);
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@ -124,7 +124,7 @@ void ObjKzsaku_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_kzsaku_DL_000040);
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gSPDisplayList(POLY_OPA_DISP++, gUnderwaterGrateDL);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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