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There are a two weird switch statements, but I think they make sense given the beq, b pattern. I added two new inlines to the cCcD_ObjHitInf class based on these functions being called in the debug rom.
Also, there is no CutType for 0x00 in the respective enum, so I just left it the way it is. The e_id access is also a bit janky but whatever.
These projectiles are spat by Toadpoli enemies and come in two varieties: fire and water. Link can deflect the balls. When Link is locked on to the Toadpoli enemy while deflecting, the projectile will return to its sender. The ball also includes particle effects and sounds based on the type of Toadpoli that spat it.
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e_tk_ball_classfopEn_enemy_c5.48 kB (0.04%)There are a two weird switch statements, but I think they make sense given the
beq,bpattern. I added two new inlines to thecCcD_ObjHitInfclass based on these functions being called in the debug rom.Also, there is no CutType for
0x00in the respective enum, so I just left it the way it is. Thee_idaccess is also a bit janky but whatever.These projectiles are spat by Toadpoli enemies and come in two varieties: fire and water. Link can deflect the balls. When Link is locked on to the Toadpoli enemy while deflecting, the projectile will return to its sender. The ball also includes particle effects and sounds based on the type of Toadpoli that spat it.
Resolves #593.