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@ -16,14 +16,12 @@ Script goomba_turn;
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Script goomba_idle;
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Script goomba_dispatch;
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// 431FB0-431FBC (VRAM: 80219610)
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s32 goomba_defense_table[] = {
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Element_NORMAL, 0,
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Element_END,
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};
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// 431FBC-432068 (VRAM: 8021961C)
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s32 goomba_status_table[] = {
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Debuff_NORMAL, 0,
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Debuff_DEFAULT, 0,
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@ -51,7 +49,6 @@ s32 goomba_status_table[] = {
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Debuff_END,
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};
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// 432068-43208C (VRAM: 802196C8)
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ActorPartDesc goomba_parts[] = {
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{
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.flags = 0x00800000,
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@ -67,7 +64,6 @@ ActorPartDesc goomba_parts[] = {
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},
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};
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// 43208C-4320B4 (VRAM: 802196EC)
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ActorDesc goomba = {
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.flags = 0,
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.type = 7,
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@ -91,7 +87,6 @@ ActorDesc goomba = {
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.statusMessageOffset = { 10, 20 },
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};
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// 4320B4-432100 (VRAM: 80219714)
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s32 goomba_anims[] = {
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Debuff_NORMAL, NPC_ANIM(goomba, normal, idle),
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Debuff_STONE, NPC_ANIM(goomba, normal, still),
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@ -106,7 +101,6 @@ s32 goomba_anims[] = {
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Debuff_END,
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};
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// 432100-43214C (VRAM: 80219760)
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s32 goomba_anims_running[] = {
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Debuff_NORMAL, NPC_ANIM(goomba, normal, run),
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Debuff_STONE, NPC_ANIM(goomba, normal, still),
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@ -121,14 +115,12 @@ s32 goomba_anims_running[] = {
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Debuff_END,
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};
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// 43214C-432198 (VRAM: 802197AC)
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Script goomba_init = SCRIPT({
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BindTakeTurn(ActorID_SELF, goomba_turn);
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BindIdle(ActorID_SELF, goomba_idle);
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BindHandleEvent(ActorID_SELF, goomba_dispatch);
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});
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// 432198-432474 (VRAM: 802197F8)
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Script goomba_idle = SCRIPT({
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10:
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RandInt(80, SI_VAR(0));
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@ -177,7 +169,6 @@ Script goomba_idle = SCRIPT({
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goto 10;
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});
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// 432474-432B34 (VRAM: 80219AD4)
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Script goomba_dispatch = SCRIPT({
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UseIdleAnimation(ActorID_SELF, 0);
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EnableIdleScript(ActorID_SELF, 0);
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@ -301,7 +292,6 @@ Script goomba_dispatch = SCRIPT({
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UseIdleAnimation(ActorID_SELF, 1);
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});
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// 432B34-432CA0 (VRAM: 8021A194)
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f32 float_table_for_func_80218000[] = {
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0.000000f, 0.017452f, 0.034899f, 0.052336f, 0.069756f, 0.087156f, 0.104528f, 0.121869f,
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0.139173f, 0.156434f, 0.173648f, 0.190809f, 0.207912f, 0.224951f, 0.241922f, 0.258819f,
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@ -317,7 +307,6 @@ f32 float_table_for_func_80218000[] = {
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0.999391f, 0.999848f, 1.000000f,
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};
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// 432CA0-433968 (VRAM: 8021A300)
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Script goomba_turn = SCRIPT({
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UseIdleAnimation(ActorID_SELF, 0);
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EnableIdleScript(ActorID_SELF, 0);
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