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@@ -86,11 +86,11 @@ struct VblankHandler
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struct Animation {
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/*0x00*/ s16 flags;
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/*0x02*/ s16 unk02;
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/*0x04*/ s16 unk04;
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/*0x06*/ s16 unk06;
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/*0x08*/ s16 unk08;
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/*0x0A*/ s16 unk0A;
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/*0x02*/ s16 animYTransDivisor;
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/*0x04*/ s16 startFrame;
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/*0x06*/ s16 loopStart;
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/*0x08*/ s16 loopEnd;
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/*0x0A*/ s16 unusedBoneCount;
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/*0x0C*/ const s16 *values;
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/*0x10*/ const u16 *index;
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/*0x14*/ u32 length; // only used with Mario animations to determine how much to load. 0 otherwise.
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@@ -108,8 +108,7 @@ struct GraphNode
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/*0x10*/ struct GraphNode *children;
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};
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// struct AnimInfo?
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struct GraphNodeObject_sub
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struct AnimInfo
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{
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/*0x00 0x38*/ s16 animID;
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/*0x02 0x3A*/ s16 animYTrans;
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@@ -124,12 +123,12 @@ struct GraphNodeObject
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{
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/*0x00*/ struct GraphNode node;
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/*0x14*/ struct GraphNode *sharedChild;
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/*0x18*/ s8 unk18;
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/*0x19*/ s8 unk19;
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/*0x18*/ s8 areaIndex;
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/*0x19*/ s8 activeAreaIndex;
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/*0x1A*/ Vec3s angle;
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/*0x20*/ Vec3f pos;
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/*0x2C*/ Vec3f scale;
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/*0x38*/ struct GraphNodeObject_sub unk38;
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/*0x38*/ struct AnimInfo animInfo;
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/*0x4C*/ struct SpawnInfo *unk4C;
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/*0x50*/ Mat4 *throwMatrix; // matrix ptr
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/*0x54*/ Vec3f cameraToObject;
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