animation struct documentation
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@@ -14,7 +14,7 @@ ActorAnimationInfo D_803672C0[] ={
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ActorInfo D_803672E0 = {0x50, ACTOR_12_BEEHIVE, ASSET_364_MODEL_BEEHIVE,
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1, D_803672C0,
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func_802CE8D4, func_80326224, func_80325888,
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func_802CE8D4, func_80326224, actor_draw,
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0, 0x333, 0.0f, 0
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};
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@@ -27,8 +27,8 @@ void func_802CE7E0(ActorMarker *marker, ActorMarker *other){
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actor_playAnimationOnce(actor);
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marker->collidable = FALSE;
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actor->unk138_27 = 3;
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__spawnQueue_add_4((GenMethod_4)func_802C4140, ACTOR_4C_STEAM, reinterpret_cast(s32, actor->position[0]), reinterpret_cast(s32, actor->position[1]), reinterpret_cast(s32, actor->position[2]));
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__spawnQueue_add_4((GenMethod_4)func_802C4140, ACTOR_4A_WOOD_EXPLOSION, reinterpret_cast(s32, actor->position[0]), reinterpret_cast(s32, actor->position[1]), reinterpret_cast(s32, actor->position[2]));
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__spawnQueue_add_4((GenFunction_4)func_802C4140, ACTOR_4C_STEAM, reinterpret_cast(s32, actor->position[0]), reinterpret_cast(s32, actor->position[1]), reinterpret_cast(s32, actor->position[2]));
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__spawnQueue_add_4((GenFunction_4)func_802C4140, ACTOR_4A_WOOD_EXPLOSION, reinterpret_cast(s32, actor->position[0]), reinterpret_cast(s32, actor->position[1]), reinterpret_cast(s32, actor->position[2]));
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actor->marker->propPtr->unk8_3 = 0;
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func_803115C4(ASSET_D96_DIALOG_BEEHIVE_MEET);
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func_803115C4(ASSET_DA6_TEXT_BEEHIVE_WITH_BEES);
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