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add cue to scarecrows at lake, change scarecrow cue from swinging to jumping so it stands out from bushes
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1 changed files with 7 additions and 1 deletions
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@ -27,6 +27,7 @@ extern "C" {
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#include "overlays/actors/ovl_En_G_Switch/z_en_g_switch.h"
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#include "overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.h"
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#include "overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.h"
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#include "overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.h"
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#include "overlays/actors/ovl_En_Wood02/z_en_wood02.h"
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#include "overlays/actors/ovl_Obj_Switch/z_obj_switch.h"
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#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
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@ -434,12 +435,17 @@ void ActorAccessibility_InitActors() {
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}
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});
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ActorAccessibility_AddSupportedActor(ACTOR_EN_WOOD02, policy);
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ActorAccessibility_InitPolicy(&policy, "Scarecrow", NA_SE_IT_KAKASHI_JUMP);
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policy.volume = 2;
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policy.distance = 1000;
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ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI, policy);
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ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI3, policy);
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ActorAccessibility_InitPolicy(&policy, "Scarecrow Spawn", [](AccessibleActor* actor) {
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if ((actor->frameCount & 63) == 0) {
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EnKakasi2* kakasi = (EnKakasi2*)actor->actor;
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actor->policy.distance = kakasi->maxSpawnDistance.x;
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actor->policy.ydist = kakasi->maxSpawnDistance.y;
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_KAKASHI_SWING);
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_KAKASHI_JUMP);
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}
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});
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policy.distance = 2000;
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