documentation: core2/ba/physics
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@@ -38,13 +38,13 @@ ActorInfo D_803730D8 = {
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/* .code */
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void func_8035F970(Actor *this){
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func_80328A84(this, 1);
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subaddie_set_state(this, 1);
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actor_loopAnimation(this);
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}
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void func_8035F99C(Actor *this){
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if(!func_803203FC(UNKFLAGS1_C1_IN_FINAL_CHARACTER_PARADE)){
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func_80328B8C(this, 2, 0.01f, 1);
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subaddie_set_state_with_direction(this, 2, 0.01f, 1);
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actor_playAnimationOnce(this);
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this->unk28 = 5.0f;
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FUNC_8030E8B4(SFX_419_UNKNOWN, 1.0f, 28000, this->position, 0x4e2, 0x9c4);
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@@ -52,30 +52,30 @@ void func_8035F99C(Actor *this){
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}
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void func_8035FA0C(Actor *this){
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func_80328A84(this, 3);
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subaddie_set_state(this, 3);
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actor_loopAnimation(this);
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this->unk28 = 5.0f;
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}
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void func_8035FA48(Actor *this){
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func_80328A84(this, 4);
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subaddie_set_state(this, 4);
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actor_loopAnimation(this);
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}
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void func_8035FA74(Actor *this){
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ActorLocal_Core2_D89E0 *local = (ActorLocal_Core2_D89E0 *)&this->local;
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this->yaw_ideal = local->unk4;
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func_80328A84(this, 5);
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subaddie_set_state(this, 5);
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actor_loopAnimation(this);
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}
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void func_8035FAA8(Actor *this){
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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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}
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void func_8035FAE0(Actor *this){
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func_80328B8C(this, 7, 0.01f, 1);
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subaddie_set_state_with_direction(this, 7, 0.01f, 1);
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actor_loopAnimation(this);
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this->yaw += 180.0f;
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this->unk28 = 20.0f;
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@@ -483,7 +483,7 @@ void func_80360828(Actor *this){
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func_8032CA80(this, this->unk38_0 ? 0x13 : 0x4);
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if(func_8035FC98(this, this->velocity_x * sp34)){
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this->position_y = func_80309724(this->position);
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func_80328B8C(this, 8, 0.01f, 1);
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subaddie_set_state_with_direction(this, 8, 0.01f, 1);
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actor_playAnimationOnce(this);
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func_8030E6A4(SFX_1F_HITTING_AN_ENEMY_3, 1.2f, 32200);
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}
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