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void CavesSquawksCode(void) { short *paad2 = CurrentActorPointer_0->paad2; actorData *parent = CurrentActorPointer_0->parent; initCharSpawnerActor(); if ((CurrentActorPointer_0->obj_props_bitfield & 0x10) == 0) { modifyCharSpawnerAttributes(0x23D, 0x23D, 0x23E); CurrentActorPointer_0->control_state = 2; ActorPaad->counter = 0x10; *paad2 = 0x78; spawnTimer(0xDC, 0x2A, 0x64); parent = CurrentActorPointer_0->parent; parent->control_state = 2; parent->control_state_progress = 0; parent->shadow_intensity = 255; TiedCharacterSpawner->unk_46 |= 0x24; setHUDItemAsInfinite(ITEMID_CRYSTALS, 0, 1); } if (parent) { if (parent->control_state == 5) { CurrentActorPointer_0->control_state = 0x23; CurrentActorPointer_0->control_state_progress = 0; } } if (CurrentActorPointer_0->control_state == 0x23) { CurrentActorPointer_0->control_state = 0x37; setHUDItemAsInfinite(ITEMID_CRYSTALS, 0, 0); deleteActorContainer(CurrentActorPointer_0->parent); } int state = ringRaceHandle(0x78, 0x10); if ((state == 1) || (state == 2)) { if (parent) { parent->control_state = 0; } CurrentActorPointer_0->control_state = 0x23; CurrentActorPointer_0->control_state_progress = 0; } }
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everlasting (like CCCP)