documentation: core2/ba/physics
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@@ -117,9 +117,9 @@ void func_802D9530(Actor *this){
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Actor *other = subaddie_getLinkedActor(this);
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if(this->unk100 && other){
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if(this->unk100->unk14_20 == 0xB8)
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func_80328B8C(other, 3, 0.0001f, 1);
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subaddie_set_state_with_direction(other, 3, 0.0001f, 1);
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}
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func_80328B8C(this, 4, 0.0001f, 1);
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subaddie_set_state_with_direction(this, 4, 0.0001f, 1);
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actor_playAnimationOnce(this);
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this->unk44_31 = func_8030D90C();
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sfxsource_setSfxId(this->unk44_31, SFX_3F9_UNKNOWN);
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@@ -131,7 +131,7 @@ void func_802D9530(Actor *this){
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void func_802D9600(Actor * this){
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animctrl_setSmoothTransition(this->animctrl, 0);
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func_80328B8C(this, 1, 0.0001f, 1);
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subaddie_set_state_with_direction(this, 1, 0.0001f, 1);
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this->marker->propPtr->unk8_3 = 0;
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}
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@@ -232,11 +232,11 @@ int func_802D997C(Actor *this){
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void func_802D9ADC(Actor *this){
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Actor *other = subaddie_getLinkedActor(this);
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if(this->unk100 && other && this->unk100->unk14_20 == 0xB8){
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func_80328B8C(other, 2, 0.0001f, 1);
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subaddie_set_state_with_direction(other, 2, 0.0001f, 1);
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}
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this->marker->propPtr->unk8_3 = 1;
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animctrl_setSmoothTransition(this->animctrl, TRUE);
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func_80328B8C(this, 2, 0.0001f, 1);
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subaddie_set_state_with_direction(this, 2, 0.0001f, 1);
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actor_playAnimationOnce(this);
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this->unk44_31 = func_8030D90C();
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sfxsource_setSfxId(this->unk44_31, SFX_3F9_UNKNOWN);
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@@ -248,14 +248,14 @@ void func_802D9ADC(Actor *this){
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}
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void func_802D9BD8(Actor *this){
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func_80328A84(this, 5);
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subaddie_set_state(this, 5);
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func_802D9658(this);
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func_8028F94C(2, this->position);
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func_802D997C(this);
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}
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void func_802D9C1C(Actor *this){
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func_80328B8C(this, 3, 0.0001f, 1);
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subaddie_set_state_with_direction(this, 3, 0.0001f, 1);
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actor_loopAnimation(this);
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}
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@@ -310,7 +310,7 @@ void func_802D9D60(Actor *this){
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if(this->unk100){
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other = subaddie_getLinkedActor(this);
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if(other && this->unk100->unk14_20 == 0xB8){
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func_80328A84(other, 1);
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subaddie_set_state(other, 1);
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}
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}
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}
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