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func_80C0D3C0
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@@ -843,7 +843,35 @@ void func_80C0D384(EnBsb* this, PlayState* play) {
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bsb/func_80C0D3C0.s")
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void func_80C0D3C0(EnBsb* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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void* sp2C;
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Audio_RestorePrevBgm();
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this->unk_02A4 = 0;
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this->unk_02A8 = 0;
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this->unk_02AC = 0x4000;
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this->actor.speed = 0.0f;
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player->actor.world.rot.y = player->actor.shape.rot.y = this->actor.yawTowardsPlayer + 0x8000;
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this->unk_1128.x = this->unk_1140.x = (Math_SinS(this->actor.yawTowardsPlayer) * 300.0f) + this->unk_02E0.x;
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this->unk_1128.y = this->unk_1140.y = this->unk_02E0.y - 30.0f;
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this->unk_1128.z = this->unk_1140.z = (Math_CosS(this->actor.yawTowardsPlayer) * 300.0f) + this->unk_02E0.z;
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this->unk_1134.x = this->unk_114C.x = (Math_SinS(this->actor.yawTowardsPlayer) * 10.0f) + this->unk_02E0.x;
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this->unk_1134.y = this->unk_114C.y = this->unk_02E0.y - 10.0f;
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this->unk_1134.z = this->unk_114C.z = Math_CosS(this->actor.yawTowardsPlayer) * 10.0f + this->unk_02E0.z;
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this->unk_1124 = 60.0f;
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func_80C0B290(this, 2);
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this->unk_02B4 = 9;
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this->actionFunc = func_80C0D51C;
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this->actor.velocity.y = 30.0f;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bsb/func_80C0D51C.s")
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