documentations
- spawnableActorList_add: decode flags - add some prototypes in functions.h - ActorMarker: docu unk8 (drawFunc) and unk14_20 (id)
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@@ -138,7 +138,7 @@ void func_802D2FB0(Actor *this, s32 arg1, s32 arg2, s32 arg3, f32 arg4, s32 arg5
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}
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void func_802D3138(ActorMarker *marker, ActorMarker *other_marker){
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if(marker->unk14_20 == 0x224 || marker->unk14_20 == 0x225){
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if(marker->id == 0x224 || marker->id == 0x225){
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func_8025A70C(COMUSIC_2B_DING_B);
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}
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}
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@@ -153,7 +153,7 @@ void func_802D31AC(ActorMarker *arg0, ActorMarker * arg1) {
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sp2C = marker_getActor(arg0);
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arg0->collidable = FALSE;
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switch (arg0->unk14_20) {
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switch (arg0->id) {
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case 0x9F:
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case 0xA0:
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case 0xFF:
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@@ -215,16 +215,16 @@ void func_802D31AC(ActorMarker *arg0, ActorMarker * arg1) {
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case 0xEA:
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case 0x108:
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case 0x263:
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if ((arg0->unk14_20 == 0x9D) || (arg0->unk14_20 == 0xE7)) {
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if ((arg0->id == 0x9D) || (arg0->id == 0xE7)) {
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levelSpecificFlags_set(0x2E, 1);
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}
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if (arg0->unk14_20 == 0x263) {
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if (arg0->id == 0x263) {
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levelSpecificFlags_set(0x38, 1);
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}
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func_802D2FB0(sp2C, 5, -0x28, 0xC8, 0.85f, 0xDC, 0x3C, 0x64);
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func_8030E540(SFX_D_EGGSHELL_BREAKING);
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func_8030E540(SFX_11_WOOD_BREAKING_1);
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switch (arg0->unk14_20) {
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switch (arg0->id) {
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case 0x9E:
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func_802EE278(sp2C, 0xD, 9, 0x82, 0.34f, 1.0f);
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break;
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@@ -304,7 +304,7 @@ void func_802D31AC(ActorMarker *arg0, ActorMarker * arg1) {
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case 0x239:
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func_8030E540(SFX_13A_GLASS_BREAKING_7);
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func_802EE278(sp2C, 4, 0x2D, 0x82, 1.0f, 1.0f);
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if (arg0->unk14_20 == 0x1F3) {
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if (arg0->id == 0x1F3) {
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func_802EE278(sp2C, 4, 0x2D, 0x104, 1.0f, 1.0f);
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}
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marker_despawn(arg0);
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