fight documentation
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@@ -324,7 +324,7 @@ void func_802D9D60(Actor *this){
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this->unk38_0 = TRUE;
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nodeprop_getPosition(other, this->unk1C);
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}
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func_802C3C88(func_802D9C54, this->marker);
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__spawnqueue_add_1(func_802D9C54, this->marker);
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this->marker->propPtr->unk8_3 = FALSE;
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this->marker->collidable = FALSE;
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this->initialized = TRUE;
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@@ -345,7 +345,7 @@ void func_802D9D60(Actor *this){
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func_8024E55C(0, sp50);//get face buttons press counters
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switch(this->state){
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case 1://L802D9F70
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this->yaw_moving = func_80329784(this);
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this->yaw_ideal = func_80329784(this);
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func_80328FB0(this, 4.0f);
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if(func_8028F20C() && func_8028F0D4() && !func_8028EC04()){
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if( this->unkF4_8 == 0x12
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@@ -370,7 +370,7 @@ void func_802D9D60(Actor *this){
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break;
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case 2://L802DA0A0
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this->marker->propPtr->unk8_3 = TRUE;
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this->yaw_moving = func_80329784(this);
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this->yaw_ideal = func_80329784(this);
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func_80328FB0(this, 4.0f);
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if( 0.0 < animctrl_getAnimTimer(this->animctrl)
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&& animctrl_getAnimTimer(this->animctrl) < 0.16
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@@ -396,7 +396,7 @@ void func_802D9D60(Actor *this){
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}
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break;
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case 3://L802DA210
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this->yaw_moving = func_80329784(this);
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this->yaw_ideal = func_80329784(this);
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func_80328FB0(this, 4.0f);
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if( ( actor_animationIsAt(this, 0.37f)
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|| actor_animationIsAt(this, 0.66f)
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