Renaming Actor.unk28
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@@ -38,7 +38,7 @@ void chCollectible_setState(Actor *arg0, s32 next_state){
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default:
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break;
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case 1:
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arg0->unk28 = 0.0f;
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arg0->actor_specific_1_f = 0.0f;
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//fall-through
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case 3:
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actor_collisionOff(arg0);
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@@ -122,13 +122,13 @@ void chCollectible_collectGoldFeather(ActorProp *arg0){
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Actor *chCollectible_draw(ActorMarker *this, Gfx **gdl, Mtx **mptr, Vtx **arg3){
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Actor *thisActor = marker_getActor(this);
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if(thisActor->unk28 != 0.0f){
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if (thisActor->actor_specific_1_f != 0.0f) {
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if(thisActor->unk38_0){
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func_80344C2C(1);
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if(thisActor->unk28 == 255.0f){
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if (thisActor->actor_specific_1_f == 255.0f) {
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func_803262B8(thisActor);
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} else{
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actor_setOpacity(thisActor, thisActor->unk28);
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actor_setOpacity(thisActor, thisActor->actor_specific_1_f);
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}
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}
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return func_80325934(this, gdl, mptr, arg3);
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@@ -148,7 +148,7 @@ void chCollectible_update(Actor *this) {
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}
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this->unk10_12 = -1;
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this->unk38_0 = (map_get() == MAP_90_GL_BATTLEMENTS);
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this->unk28 = this->unk38_0 ? 0.0f: 255.0f;
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this->actor_specific_1_f = this->unk38_0 ? 0.0f : 255.0f;
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this->initialized = TRUE;
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}
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if(!this->unk38_0)
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@@ -167,13 +167,13 @@ void chCollectible_update(Actor *this) {
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}
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/* fallthrough */
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case 3:
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if (this->unk28 > 0) {
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this->unk28 = MAX(this->unk28 - 8, 0);
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if (this->actor_specific_1_f > 0) {
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this->actor_specific_1_f = MAX(this->actor_specific_1_f - 8, 0);
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}
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break;
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case 2:
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if (this->unk28 < 255) {
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this->unk28 = MIN(this->unk28 + 8, 255);
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if (this->actor_specific_1_f < 255) {
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this->actor_specific_1_f = MIN(this->actor_specific_1_f + 8, 255);
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}
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break;
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}
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