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https://github.com/HarbourMasters/Starship.git
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SectorZ_Missile_Update rename
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1128c200e2
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@ -30,7 +30,7 @@ void Katina_Boss316_Init(Boss *);
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void Katina_80198594(Actor*);
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void Katina_80198594(Actor*);
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void Katina_80198930(void);
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void Katina_80198930(void);
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void SectorZ_80199900(Actor *, s32);
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void SectorZ_80199900(Actor *, s32);
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void SectorZ_80199C60(Actor*);
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void SectorZ_Missile_Update(Actor*);
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void SectorZ_8019AB8C(Actor*);
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void SectorZ_8019AB8C(Actor*);
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void SectorZ_8019EA68(void);
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void SectorZ_8019EA68(void);
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@ -156,7 +156,7 @@ D_i3_801C27A0 = 0x801C27A0; //segment:ovl_i3 size:0x20
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Katina_80198594 = 0x80198594;//segment:ovl_i4
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Katina_80198594 = 0x80198594;//segment:ovl_i4
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Katina_Boss316_Init = 0x80193CA4;//segment:ovl_i4
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Katina_Boss316_Init = 0x80193CA4;//segment:ovl_i4
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SectorZ_80199C60 = 0x80199C60;//segment:ovl_i4
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SectorZ_Missile_Update = 0x80199C60;//segment:ovl_i4
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SectorZ_80199900 = 0x80199900;//segment:ovl_i4
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SectorZ_80199900 = 0x80199900;//segment:ovl_i4
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D_i4_801A03C0 = 0x801A03C0;//segment:ovl_i4
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D_i4_801A03C0 = 0x801A03C0;//segment:ovl_i4
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D_BO_8019EE80 = 0x8019EE80;//segment:ovl_i4
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D_BO_8019EE80 = 0x8019EE80;//segment:ovl_i4
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@ -1379,7 +1379,7 @@ void ActorAllRange_Update(Actor* this) {
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sp104 = 2;
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sp104 = 2;
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break;
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break;
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case 5:
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case 5:
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SectorZ_80199C60(this);
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SectorZ_Missile_Update(this);
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sp104 = 1;
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sp104 = 1;
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break;
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break;
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case 0:
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case 0:
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@ -107,7 +107,7 @@ typedef enum {
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// https://decomp.me/scratch/7td7r
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// https://decomp.me/scratch/7td7r
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#ifdef NON_MATCHING
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#ifdef NON_MATCHING
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void SectorZ_80199C60(Actor* missile) {
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void SectorZ_Missile_Update(Actor* this) {
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f32 xDist;
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f32 xDist;
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f32 yDist;
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f32 yDist;
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f32 zDist;
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f32 zDist;
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@ -115,7 +115,7 @@ void SectorZ_80199C60(Actor* missile) {
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f32 y;
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f32 y;
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s32 pad;
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s32 pad;
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switch (++missile->iwork[9]) {
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switch (++this->iwork[9]) {
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case 600:
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case 600:
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Radio_PlayMessage(gMsg_ID_16080, RCID_ROB64);
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Radio_PlayMessage(gMsg_ID_16080, RCID_ROB64);
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break;
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break;
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@ -130,31 +130,31 @@ void SectorZ_80199C60(Actor* missile) {
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}
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}
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/* Distance between the Great Fox and the missile */
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/* Distance between the Great Fox and the missile */
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xDist = gBosses[0].obj.pos.x - missile->obj.pos.x;
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xDist = gBosses[0].obj.pos.x - this->obj.pos.x;
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zDist = gBosses[0].obj.pos.z - missile->obj.pos.z;
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zDist = gBosses[0].obj.pos.z - this->obj.pos.z;
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SIN_DEG(gGameFrameCount); // WTF
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SIN_DEG(gGameFrameCount); // WTF
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if (xDist) {}
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if (xDist) {}
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if (zDist) {}
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if (zDist) {}
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if (missile->aiType < AI360_GREAT_FOX) {
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if (this->aiType < AI360_GREAT_FOX) {
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xDist = SIN_DEG((missile->index * 45) + gGameFrameCount) * 5000.0f;
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xDist = SIN_DEG((this->index * 45) + gGameFrameCount) * 5000.0f;
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zDist = COS_DEG((missile->index * 45) + (gGameFrameCount * 2)) * 5000.0f;
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zDist = COS_DEG((this->index * 45) + (gGameFrameCount * 2)) * 5000.0f;
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} else {
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} else {
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zDist = 0.0f;
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zDist = 0.0f;
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xDist = 0.0f;
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xDist = 0.0f;
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}
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}
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missile->fwork[MISSILE_TARGET_X] = (gBosses[0].obj.pos.x + xDist) + 400.0f;
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this->fwork[MISSILE_TARGET_X] = (gBosses[0].obj.pos.x + xDist) + 400.0f;
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missile->fwork[MISSILE_TARGET_Y] = (gBosses[0].obj.pos.y + zDist) + 100.0f;
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this->fwork[MISSILE_TARGET_Y] = (gBosses[0].obj.pos.y + zDist) + 100.0f;
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missile->fwork[MISSILE_TARGET_Z] = gBosses[0].obj.pos.z;
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this->fwork[MISSILE_TARGET_Z] = gBosses[0].obj.pos.z;
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missile->fwork[3] = 1.4f;
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this->fwork[3] = 1.4f;
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if (((fabsf(missile->fwork[MISSILE_TARGET_X] - missile->obj.pos.x) < 800.0f) &&
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if (((fabsf(this->fwork[MISSILE_TARGET_X] - this->obj.pos.x) < 800.0f) &&
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(fabsf(missile->fwork[MISSILE_TARGET_Y] - missile->obj.pos.y) < 800.0f)) &&
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(fabsf(this->fwork[MISSILE_TARGET_Y] - this->obj.pos.y) < 800.0f)) &&
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(fabsf(missile->fwork[MISSILE_TARGET_Z] - missile->obj.pos.z) < 800.0f)) {
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(fabsf(this->fwork[MISSILE_TARGET_Z] - this->obj.pos.z) < 800.0f)) {
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SectorZ_80199900(missile, 0);
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SectorZ_80199900(this, 0);
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gCameraShake = 25;
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gCameraShake = 25;
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gBosses[0].dmgType = DMG_UNK_100;
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gBosses[0].dmgType = DMG_UNK_100;
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if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_3) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_5)) {
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if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_3) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_5)) {
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@ -164,7 +164,8 @@ void SectorZ_80199C60(Actor* missile) {
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return;
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return;
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}
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}
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}
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}
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if (((fabsf(missile->fwork[MISSILE_TARGET_Z] - missile->obj.pos.z) < 2000.0f) &&
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if (((fabsf(this->fwork[MISSILE_TARGET_Z] - this->obj.pos.z) < 2000.0f) &&
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(((gPlayer[0].camEye.z < 0.0f) || (D_edisplay_801615D0.y < 0.0f)) ||
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(((gPlayer[0].camEye.z < 0.0f) || (D_edisplay_801615D0.y < 0.0f)) ||
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(gPlayer[0].state_1C8 == PLAYERSTATE_1C8_10))) &&
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(gPlayer[0].state_1C8 == PLAYERSTATE_1C8_10))) &&
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(((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_3) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_10)) ||
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(((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_3) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_10)) ||
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@ -175,7 +176,7 @@ void SectorZ_80199C60(Actor* missile) {
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}
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}
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}
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}
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#else
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#else
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#pragma GLOBAL_ASM("asm/us/nonmatchings/overlays/ovl_i4/fox_sz/SectorZ_80199C60.s")
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#pragma GLOBAL_ASM("asm/us/nonmatchings/overlays/ovl_i4/fox_sz/SectorZ_Missile_Update.s")
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#endif
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#endif
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void SectorZ_80199FCC(Actor* actor, s32 arg1) {
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void SectorZ_80199FCC(Actor* actor, s32 arg1) {
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