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d_a_b_gg equivalent (#2478)
* b_gg equivalent * clean up b_gg * cleanup float literal
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@@ -711,6 +711,14 @@ inline s32 fopAcM_seenPlayerAngleY(const fopAc_ac_c* i_actor) {
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return fopAcM_seenActorAngleY(i_actor, dComIfGp_getPlayer(0));
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}
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inline s16 fopAcM_toActorShapeAngleY(const fopAc_ac_c* i_actorA, const fopAc_ac_c* i_actorB) {
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return i_actorA->shape_angle.y - i_actorB->shape_angle.y;
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}
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inline s16 fopAcM_toPlayerShapeAngleY(const fopAc_ac_c* i_actor) {
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return fopAcM_toActorShapeAngleY(i_actor, dComIfGp_getPlayer(0));
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}
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s8 dComIfGp_getReverb(int roomNo);
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inline void fopAcM_seStartCurrent(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
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