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SFX defines for Karma Coin (#1423)
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@ -218,7 +218,7 @@ typedef enum { MONO_SOUND, STEREO_SOUND } soundMode;
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#define NA_SE_EN_ZOMBIE_EXPLODE 0x65E
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#define NA_SE_EN_ZOMBIE_EXPLODE 0x65E
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#define NA_SE_EN_GAIBON_FLAME_OUT 0x65E
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#define NA_SE_EN_GAIBON_FLAME_OUT 0x65E
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#define NA_SE_EN_DR_FIREBALL 0x660
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#define NA_SE_EN_DR_FIREBALL 0x660
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#define SFX_UNK_665 0x665
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#define SFX_THUNDER 0x665
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#define SFX_UNK_668 0x668
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#define SFX_UNK_668 0x668
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#define SFX_UNK_669 0x669
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#define SFX_UNK_669 0x669
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#define NA_SE_EN_AXE_KNIGHT_BREAK_AXE 0x66B
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#define NA_SE_EN_AXE_KNIGHT_BREAK_AXE 0x66B
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@ -243,7 +243,7 @@ typedef enum { MONO_SOUND, STEREO_SOUND } soundMode;
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#define SFX_UNK_6A3 0x6A3
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#define SFX_UNK_6A3 0x6A3
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#define NA_SE_EV_CLOCK_TICK 0x6A1
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#define NA_SE_EV_CLOCK_TICK 0x6A1
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#define REBOUND_STONE_BOUNCE 0x6A4
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#define REBOUND_STONE_BOUNCE 0x6A4
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#define NA_SE_PL_COLLECT_GOLD 0x6A9
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#define SFX_COLLECT_GOLD 0x6A9
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#define SFX_UNK_6AD 0x6AD
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#define SFX_UNK_6AD 0x6AD
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#define NA_SE_EN_SLOGRA_SPEAR_SLASH 0x6C6
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#define NA_SE_EN_SLOGRA_SPEAR_SLASH 0x6C6
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#define NA_SE_EN_SLOGRA_BEAK_ATTACK 0x6C8
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#define NA_SE_EN_SLOGRA_BEAK_ATTACK 0x6C8
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@ -364,6 +364,10 @@ typedef enum { MONO_SOUND, STEREO_SOUND } soundMode;
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#define SE_WPN_ALUCARD_SWORD_SWING 0x6A8
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#define SE_WPN_ALUCARD_SWORD_SWING 0x6A8
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#define SE_WPN_PENTAGRAM 0x6E4
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#define SE_WPN_PENTAGRAM 0x6E4
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#define SFX_KARMA_COIN 0x682
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#define SFX_KARMA_COIN_HEADS 0x6B1
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#define SFX_KARMA_COIN_END 0x636
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// UNUSED SOUNDS
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// UNUSED SOUNDS
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#define SE_UNK_ST0_618 0x618
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#define SE_UNK_ST0_618 0x618
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#define SE_UNK_MAD_630 0x630
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#define SE_UNK_MAD_630 0x630
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@ -654,7 +654,7 @@ void EntityHitByLightning(Entity* self) {
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}
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}
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self->ext.hitbylightning.unk94 = 0x10;
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self->ext.hitbylightning.unk94 = 0x10;
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PlaySfx(SFX_UNK_69D);
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PlaySfx(SFX_UNK_69D);
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PlaySfx(SFX_UNK_665);
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PlaySfx(SFX_THUNDER);
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self->step++;
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self->step++;
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break;
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break;
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case 1:
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case 1:
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@ -2242,7 +2242,7 @@ void EntitySubwpnAgunea(Entity* self) {
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self->posY.i.hi += ((rand() & 0xF) - 8);
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self->posY.i.hi += ((rand() & 0xF) - 8);
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if (self->ext.et_80128C2C.unk84 == 0) {
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if (self->ext.et_80128C2C.unk84 == 0) {
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CreateEntFactoryFromEntity(self, FACTORY(0, 23), 0);
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CreateEntFactoryFromEntity(self, FACTORY(0, 23), 0);
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PlaySfx(SFX_UNK_665);
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PlaySfx(SFX_THUNDER);
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CreateEntFactoryFromEntity(self, FACTORY(0x200, 61), 0);
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CreateEntFactoryFromEntity(self, FACTORY(0x200, 61), 0);
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self->ext.et_80128C2C.unk84++;
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self->ext.et_80128C2C.unk84++;
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} else {
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} else {
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@ -2262,7 +2262,7 @@ void EntitySubwpnAgunea(Entity* self) {
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if (g_Status.hearts >= heartCost) {
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if (g_Status.hearts >= heartCost) {
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g_Status.hearts -= heartCost;
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g_Status.hearts -= heartCost;
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CreateEntFactoryFromEntity(self, FACTORY(0, 23), 0);
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CreateEntFactoryFromEntity(self, FACTORY(0, 23), 0);
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PlaySfx(SFX_UNK_665);
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PlaySfx(SFX_THUNDER);
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CreateEntFactoryFromEntity(self, FACTORY(0x200, 61), 0);
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CreateEntFactoryFromEntity(self, FACTORY(0x200, 61), 0);
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} else {
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} else {
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self->step = 4;
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self->step = 4;
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@ -5,7 +5,7 @@ void CollectGold(u16 goldSize) {
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#ifdef VERSION_BETA
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#ifdef VERSION_BETA
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g_api.PlaySfx(0x69D); // MAD seems to use its own sfx id set.
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g_api.PlaySfx(0x69D); // MAD seems to use its own sfx id set.
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#else
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#else
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g_api.PlaySfx(NA_SE_PL_COLLECT_GOLD);
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g_api.PlaySfx(SFX_COLLECT_GOLD);
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#endif
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#endif
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goldSize -= 2;
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goldSize -= 2;
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g_Status.gold += c_GoldPrizes[goldSize];
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g_Status.gold += c_GoldPrizes[goldSize];
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@ -2,6 +2,7 @@
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// Karma Coin
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// Karma Coin
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#include "weapon_private.h"
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#include "weapon_private.h"
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#include "shared.h"
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#include "shared.h"
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#include "sfx.h"
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extern SpriteParts D_90000_8017A040[];
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extern SpriteParts D_90000_8017A040[];
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extern AnimationFrame D_90000_8017A850[];
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extern AnimationFrame D_90000_8017A850[];
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@ -91,7 +92,7 @@ void EntityWeaponAttack(Entity* self) {
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self->posY.i.hi += sp10.unk18;
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self->posY.i.hi += sp10.unk18;
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self->animFrameDuration = self->animFrameIdx = 0;
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self->animFrameDuration = self->animFrameIdx = 0;
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self->unk4C = D_90000_8017A864;
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self->unk4C = D_90000_8017A864;
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g_api.PlaySfx(0x6A9);
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g_api.PlaySfx(SFX_COLLECT_GOLD);
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self->step += 1;
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self->step += 1;
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return;
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return;
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}
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}
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@ -124,8 +125,8 @@ void EntityWeaponAttack(Entity* self) {
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return;
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return;
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case 2:
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case 2:
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if (((self->animFrameIdx % 8) == 5) && (self->animFrameDuration == 1)) {
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if (((self->animFrameIdx % 8) == 5) && (self->animFrameDuration == 1)) {
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g_api.func_80134714(
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g_api.func_80134714(SFX_COLLECT_GOLD,
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0x6A9, D_90000_8017AB44[self->ext.karmacoin.unk84], 0);
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D_90000_8017AB44[self->ext.karmacoin.unk84], 0);
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self->ext.karmacoin.unk84++;
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self->ext.karmacoin.unk84++;
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}
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}
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if (self->animFrameDuration < 0) {
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if (self->animFrameDuration < 0) {
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@ -146,9 +147,9 @@ void EntityWeaponAttack(Entity* self) {
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if ((self->animFrameIdx == 1) && (self->animFrameDuration == 0x38)) {
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if ((self->animFrameIdx == 1) && (self->animFrameDuration == 0x38)) {
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// Useless if-statement
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// Useless if-statement
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if (self->unk4C == D_90000_8017A8C8) {
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if (self->unk4C == D_90000_8017A8C8) {
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g_api.PlaySfx(0x682);
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g_api.PlaySfx(SFX_KARMA_COIN);
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} else {
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} else {
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g_api.PlaySfx(0x682);
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g_api.PlaySfx(SFX_KARMA_COIN);
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}
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}
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}
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}
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if (self->animFrameDuration < 0) {
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if (self->animFrameDuration < 0) {
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@ -160,7 +161,7 @@ void EntityWeaponAttack(Entity* self) {
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self->zPriority = 0x1B6;
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self->zPriority = 0x1B6;
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self->flags &= ~FLAG_UNK_100000;
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self->flags &= ~FLAG_UNK_100000;
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g_api.func_80118C28(7);
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g_api.func_80118C28(7);
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g_api.PlaySfx(0x665);
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g_api.PlaySfx(SFX_THUNDER);
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SetWeaponProperties(self, 0);
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SetWeaponProperties(self, 0);
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self->step = 4;
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self->step = 4;
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} else {
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} else {
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@ -178,7 +179,7 @@ void EntityWeaponAttack(Entity* self) {
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self->ext.karmacoin.timer = 0xE0;
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self->ext.karmacoin.timer = 0xE0;
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self->unk6C = 0x80;
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self->unk6C = 0x80;
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g_api.func_80118C28(8);
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g_api.func_80118C28(8);
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g_api.PlaySfx(0x6B1);
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g_api.PlaySfx(SFX_KARMA_COIN_HEADS);
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prim = &g_PrimBuf[self->primIndex];
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prim = &g_PrimBuf[self->primIndex];
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prim->r0 = prim->g0 = prim->b0 = 0x5F;
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prim->r0 = prim->g0 = prim->b0 = 0x5F;
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prim->r1 = prim->g1 = prim->b1 = 0x5F;
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prim->r1 = prim->g1 = prim->b1 = 0x5F;
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@ -336,7 +337,7 @@ void EntityWeaponAttack(Entity* self) {
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prim = &g_PrimBuf[self->primIndex];
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prim = &g_PrimBuf[self->primIndex];
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prim = prim->next;
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prim = prim->next;
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prim->drawMode |= DRAW_HIDE;
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prim->drawMode |= DRAW_HIDE;
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g_api.PlaySfx(0x636);
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g_api.PlaySfx(SFX_KARMA_COIN_END);
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self->step += 1;
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self->step += 1;
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}
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}
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break;
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break;
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