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add ActorResetFunc for courtyard guards (#1213)
Co-authored-by: briaguya <briaguya@alice>
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@ -14,6 +14,7 @@ void EnHeishi1_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnHeishi1_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnHeishi1_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnHeishi1_Reset(void);
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void EnHeishi1_SetupWait(EnHeishi1* this, GlobalContext* globalCtx);
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void EnHeishi1_SetupWalk(EnHeishi1* this, GlobalContext* globalCtx);
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@ -41,7 +42,7 @@ const ActorInit En_Heishi1_InitVars = {
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(ActorFunc)EnHeishi1_Destroy,
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(ActorFunc)EnHeishi1_Update,
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(ActorFunc)EnHeishi1_Draw,
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NULL,
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(ActorResetFunc)EnHeishi1_Reset,
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};
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static f32 sAnimParamsInit[][8] = {
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@ -64,6 +65,10 @@ static s32 sCamDataIdxs[] = {
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static s16 sWaypoints[] = { 0, 4, 1, 5, 2, 6, 3, 7 };
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void EnHeishi1_Reset(void) {
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sHeishi1PlayerIsCaught = false;
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}
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void EnHeishi1_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnHeishi1* this = (EnHeishi1*)thisx;
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