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made suggested changes
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@ -64,9 +64,7 @@ static InitChainEntry initChain[] = {
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};
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static Vec3f EnAniVec = {
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800.0f,
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500.0f,
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0.0f,
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800.0f, 500.0f, 0.0f
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};
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UNK_PTR D_809B0F80[] = {
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@ -136,7 +134,7 @@ void func_809B0558(EnAni* this, GlobalContext* globalCtx) {
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} else {
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EnAni_SetupAction(this, func_809B0524);
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}
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gSaveContext.item_get_inf[1] = gSaveContext.item_get_inf[1] | 0x20;
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gSaveContext.item_get_inf[1] |= 0x20;
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return;
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}
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func_8002F434(&this->actor, globalCtx, GI_HEART_PIECE, 10000.0f, 200.0f);
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@ -175,7 +173,7 @@ void func_809B064C(EnAni* this, GlobalContext* globalCtx) {
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}
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} else if (yawDiff >= -0x36AF && yawDiff < 0 && this->actor.xzDistanceFromLink < 150.0f &&
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-80.0f < this->actor.yDistanceFromLink) {
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if ((gSaveContext.item_get_inf[1] & 0x20) != 0) {
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if (gSaveContext.item_get_inf[1] & 0x20) {
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EnAni_SetText(this, globalCtx, 0x5056); // "To get a good view..."
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} else {
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EnAni_SetText(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
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@ -252,7 +250,6 @@ void func_809B0A6C(EnAni* this, GlobalContext* globalCtx) {
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void EnAni_Update(EnAni* this, GlobalContext* globalCtx) {
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ColliderCylinderMain* collider;
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u32 phi_v0;
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u32 pad;
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u32 pad2;
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@ -261,7 +258,7 @@ void EnAni_Update(EnAni* this, GlobalContext* globalCtx) {
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Actor_CollisionCheck_SetOT(globalCtx, &globalCtx->sub_11E60, collider);
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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if ((globalCtx->csCtx.state != 0) && (globalCtx->csCtx.actorActions[0] != 0)) {
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if ((globalCtx->csCtx.state != 0) && (globalCtx->csCtx.actorActions[0] != NULL)) {
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switch (this->unk_2AA) {
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case 0:
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func_809B0A6C(this, globalCtx);
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@ -280,7 +277,7 @@ void EnAni_Update(EnAni* this, GlobalContext* globalCtx) {
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break;
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}
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if (globalCtx->csCtx.frames == 0x64) {
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if (globalCtx->csCtx.frames == 100) {
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func_800788CC(NA_SE_IT_EARTHQUAKE);
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}
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} else {
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@ -290,7 +287,7 @@ void EnAni_Update(EnAni* this, GlobalContext* globalCtx) {
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this->actionFunc(this, globalCtx);
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}
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if ((this->unk_2A8 & 1) != 0) {
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if (this->unk_2A8 & 1) {
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func_80038290(globalCtx, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.posRot2.pos);
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this->unk_2A2.z = 0;
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this->unk_2A2.y = this->unk_2A2.z;
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@ -302,14 +299,7 @@ void EnAni_Update(EnAni* this, GlobalContext* globalCtx) {
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Math_SmoothScaleMaxMinS(&this->unk_2A2.y, 0, 6, 6200, 100);
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}
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if (this->unk_2AE == 0) {
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phi_v0 = 0;
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} else {
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this->unk_2AE -= 1;
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phi_v0 = this->unk_2AE;
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}
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if (phi_v0 == 0) {
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if (DECR(this->unk_2AE) == 0) {
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this->unk_2AE = Math_Rand_S16Offset(60, 60);
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}
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this->unk_2AC = this->unk_2AE;
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@ -19,4 +19,6 @@ typedef struct {
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/* 0x02B0 */ ActorFunc actionFunc;
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} EnAni; // size = 0x02B4
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extern const ActorInit En_Ani_InitVars;
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#endif
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