documentation: core2/ba/physics
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@@ -104,7 +104,7 @@ void func_8038ADFC(f32 pos[3], s32 cnt){
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void func_8038AF10(Actor *this){
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animctrl_setSmoothTransition(this->animctrl, TRUE);
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func_80328B8C(this, 3, 0.00001f, 1);
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subaddie_set_state_with_direction(this, 3, 0.00001f, 1);
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actor_loopAnimation(this);
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this->unk28 = 16.0f;
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this->unk1C[0] = 1.0f;
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@@ -124,7 +124,7 @@ void func_8038AFF4(ActorMarker *this_marker, ActorMarker *other_marker){
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Actor *this = marker_getActor(this_marker);
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func_8032B4DC(this, other_marker, 0xC);
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actor_collisionOff(this);
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func_80328B8C(this, ASSET_9_ANIM_BSDIE, 0.00001f, 1);
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subaddie_set_state_with_direction(this, ASSET_9_ANIM_BSDIE, 0.00001f, 1);
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actor_playAnimationOnce(this);
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this->unk1C[0] = 0.0f;
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func_8030E878(SFX_D7_GRABBA_DEATH, 1.0f, 32000, this->position, 2250.0f, 4500.0f);
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@@ -189,7 +189,7 @@ void func_8038B124(Actor *this){
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&& func_803292E0(this)
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){
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animctrl_setSmoothTransition(this->animctrl, 0);
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func_80328B8C(this, 2, 0.00001f, 1);
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subaddie_set_state_with_direction(this, 2, 0.00001f, 1);
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actor_playAnimationOnce(this);
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this->yaw = (f32)func_80329784(this);
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this->unk28 = 0.0f;
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@@ -221,12 +221,12 @@ void func_8038B124(Actor *this){
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case 3: //L8038B494
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func_8030E2C4(this->unk44_31);
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if(func_80329530(this, 175)){
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func_80328B8C(this, 4, 0.00001f, 1);
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subaddie_set_state_with_direction(this, 4, 0.00001f, 1);
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actor_loopAnimation(this);
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this->unk1C[0] = 1.0f;
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}
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else if(!func_80329530(this, 1100) || !func_8038AF78(this, 8.0f, 16.0f)){
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func_80328B8C(this, 8, 0.00001f, 1);
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subaddie_set_state_with_direction(this, 8, 0.00001f, 1);
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actor_playAnimationOnce(this);
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this->unk1C[0] = 1.0f;
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func_802BB3DC(0, 6.0f, 0.92f);
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@@ -249,7 +249,7 @@ void func_8038B124(Actor *this){
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this->yaw_ideal = func_80329784(this);
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func_80328FB0(this, 8.0f);
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if(this->unk38_31 >= 20){
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func_80328B8C(this, 5, 0.00001f, 1);
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subaddie_set_state_with_direction(this, 5, 0.00001f, 1);
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actor_playAnimationOnce(this);
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this->unk38_31 = 0;
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this->unk1C[0] = 1.0f;
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@@ -269,7 +269,7 @@ void func_8038B124(Actor *this){
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func_8030E878(SFX_3_DULL_CANNON_SHOT, 1.0f, 32000, this->position, 2250.0f, 4500.0f);
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}//L8038B734
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if(0.98 < animctrl_getAnimTimer(this->animctrl)){
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func_80328B8C(this, 6, 0.99f, 0);
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subaddie_set_state_with_direction(this, 6, 0.99f, 0);
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actor_playAnimationOnce(this);
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this->unk60 = 0.0f;
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this->unk1C[0] = 1.0f;
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@@ -278,7 +278,7 @@ void func_8038B124(Actor *this){
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case 6: //L8038B78C
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if(75.0f <= this->unk60){
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func_80328B8C(this, 7, 0.00001f, 1);
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subaddie_set_state_with_direction(this, 7, 0.00001f, 1);
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actor_playAnimationOnce(this);
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this->unk1C[0] = 1.0f;
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}
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@@ -295,14 +295,14 @@ void func_8038B124(Actor *this){
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case 8: //L8038B820
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if(0.98 < animctrl_getAnimTimer(this->animctrl)){
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func_80328B8C(this, 1, 0.00001f, 1);
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subaddie_set_state_with_direction(this, 1, 0.00001f, 1);
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this->unk1C[0] = 0.0f;
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this->unk1C[1] = 2.0f;
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}
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break;
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case 9: //L8038B870
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func_80328A84(this, 0xA);
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subaddie_set_state(this, 0xA);
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func_8038ACEC(this->position, 2);
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func_8034A174(this->marker->unk44, 5, GV_D_80391A70);
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func_8038ACEC(GV_D_80391A70, 2);
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