mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Fixups
This commit is contained in:
@@ -198,11 +198,11 @@ void func_80A81544(ObjMine* this, Vec3f* arg1) {
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Actor* temp_v1 = this->collider.base.ac;
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if ((element->info.acHitInfo->toucher.dmgFlags & 0x13820)) {
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SysMatrix_StatePush();
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Matrix_StatePush();
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Matrix_RotateY(temp_v1->shape.rot.y, MTXMODE_NEW);
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SysMatrix_InsertXRotation_s(temp_v1->shape.rot.x, MTXMODE_APPLY);
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SysMatrix_GetStateTranslationAndScaledZ(1.0f, arg1);
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SysMatrix_StatePop();
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Matrix_InsertXRotation_s(temp_v1->shape.rot.x, MTXMODE_APPLY);
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Matrix_GetStateTranslationAndScaledZ(1.0f, arg1);
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Matrix_StatePop();
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} else {
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Vec3f sp20;
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@@ -222,7 +222,7 @@ void func_80A81640(ObjMine* this) {
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}
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void func_80A8164C(Vec3f* arg0) {
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MtxF* matrix = SysMatrix_GetCurrentState();
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MtxF* matrix = Matrix_GetCurrentState();
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matrix->mf[3][0] = arg0->x;
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matrix->mf[3][1] = arg0->y;
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@@ -230,7 +230,7 @@ void func_80A8164C(Vec3f* arg0) {
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}
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void func_80A81684(ObjMineUnkStruct* arg0) {
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MtxF* matrix = SysMatrix_GetCurrentState();
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MtxF* matrix = Matrix_GetCurrentState();
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matrix->mf[0][0] = arg0->unk_00.x;
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matrix->mf[0][1] = arg0->unk_00.y;
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@@ -264,18 +264,18 @@ s32 func_80A81714(Vec3f* arg0, Vec3f* arg1, f32 arg2) {
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return true;
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}
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SysMatrix_StatePush();
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Matrix_StatePush();
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Math_Vec3f_Copy(&sp30, arg0);
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Math3D_CrossProduct(arg0, arg1, &sp3C);
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if (func_80A8120C(&sp3C, &sp24)) {
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SysMatrix_InsertRotationAroundUnitVector_s(arg2 * 10430.378f, &sp24, MTXMODE_NEW);
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SysMatrix_MultiplyVector3fByState(&sp30, arg0);
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Matrix_InsertRotationAroundUnitVector_s(arg2 * 10430.378f, &sp24, MTXMODE_NEW);
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Matrix_MultiplyVector3fByState(&sp30, arg0);
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} else {
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SysMatrix_SetStateXRotation(arg2);
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SysMatrix_MultiplyVector3fByState(&sp30, arg0);
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Matrix_SetStateXRotation(arg2);
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Matrix_MultiplyVector3fByState(&sp30, arg0);
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}
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SysMatrix_StatePop();
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Matrix_StatePop();
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return false;
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}
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@@ -318,7 +318,7 @@ void func_80A81868(ObjMine* this, s32 arg1) {
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}
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void func_80A819A4(ObjMine* this, s32 arg1) {
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SysMatrix_InsertTranslation(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
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Matrix_InsertTranslation(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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Collider_UpdateSpheres(0, &this->collider);
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}
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@@ -407,8 +407,8 @@ void func_80A81B7C(ObjMine* this, s32 arg1) {
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}
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void func_80A81D70(ObjMine* this, s32 arg1) {
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SysMatrix_InsertTranslation(this->actor.home.pos.x, this->actor.home.pos.y + (arg1 * 12.0f) + 10.0f,
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this->actor.home.pos.z, MTXMODE_NEW);
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Matrix_InsertTranslation(this->actor.home.pos.x, this->actor.home.pos.y + (arg1 * 12.0f) + 10.0f,
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this->actor.home.pos.z, MTXMODE_NEW);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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Collider_UpdateSpheres(0, &this->collider);
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}
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@@ -437,7 +437,7 @@ void func_80A81E7C(ObjMine* this, GlobalContext* globalCtx) {
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Vec3f sp58;
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Vec3f sp4C;
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CollisionPoly* sp48;
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u32 sp44;
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s32 sp44;
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f32 sp40;
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f32 sp3C;
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@@ -455,7 +455,7 @@ void func_80A81E7C(ObjMine* this, GlobalContext* globalCtx) {
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sp7C.x = this->actor.home.pos.x;
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sp7C.y = this->actor.world.pos.y;
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sp7C.z = this->actor.home.pos.z;
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if (func_800C55C4(&globalCtx->colCtx, &sp7C, &sp70, &sp64, &sp48, 1, 0, 0, 1, &sp44)) {
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if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &sp7C, &sp70, &sp64, &sp48, 1, 0, 0, 1, &sp44)) {
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*(s8*)(&temp_v1->unk_40) = 1;
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temp_v1->unk_38 = sp4C.x * -0.2f;
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temp_v1->unk_3C = sp4C.z * -0.2f;
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@@ -570,7 +570,7 @@ void ObjMine_Init(Actor* thisx, GlobalContext* globalCtx) {
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderElements);
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if (sp38 == 0) {
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ActorShape_Init(&this->actor.shape, 0.0f, func_800B3FC0, 45.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 45.0f);
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this->actor.shape.shadowAlpha = 140;
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this->unk_1A8 = D_80A845A4[(this->actor.params >> 8) & 7];
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if (sp44 == 0xFF) {
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@@ -583,18 +583,18 @@ void ObjMine_Init(Actor* thisx, GlobalContext* globalCtx) {
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func_80A811D0(this, this->unk_1B0);
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func_80A82FA8(this);
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}
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SysMatrix_SetStateRotationAndTranslation(this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, &this->actor.shape.rot);
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Matrix_SetStateRotationAndTranslation(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
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&this->actor.shape.rot);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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Collider_UpdateSpheres(0, &this->collider);
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this->actor.floorHeight =
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func_800C411C(&globalCtx->colCtx, &this->actor.floorPoly, &sp3C, &this->actor, &this->actor.world.pos);
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this->actor.floorHeight = BgCheck_EntityRaycastFloor5(&globalCtx->colCtx, &this->actor.floorPoly, &sp3C,
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&this->actor, &this->actor.world.pos);
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} else {
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sp34 = this->actor.params & 0x3F;
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this->actor.update = func_80A83E7C;
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this->actor.uncullZoneScale = (sp34 * 21.0f) + 150.0f;
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this->actor.uncullZoneDownward = (sp34 * 21.0f) + 150.0f;
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ActorShape_Init(&this->actor.shape, 0.0f, func_800B3FC0, 45.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 45.0f);
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this->actor.shape.shadowAlpha = 0x8C;
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if (sp38 == 1) {
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@@ -681,17 +681,17 @@ void func_80A82FC8(ObjMine* this, GlobalContext* globalCtx) {
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func_80A811D0(this, this->unk_1B0);
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}
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this->actor.floorHeight =
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func_800C411C(&globalCtx->colCtx, &this->actor.floorPoly, &sp90, &this->actor, &this->actor.world.pos);
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this->actor.floorHeight = BgCheck_EntityRaycastFloor5(&globalCtx->colCtx, &this->actor.floorPoly, &sp90,
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&this->actor, &this->actor.world.pos);
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if (this->actor.flags & 0x40) {
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Math3D_CrossProduct(&D_80A845D0[0], &this->actor.velocity, &sp78);
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if (func_80A8120C(&sp78, &sp84)) {
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SysMatrix_InsertRotationAroundUnitVector_f(this->actor.speedXZ * 0.03125f, &sp84, MTXMODE_NEW);
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Matrix_InsertRotationAroundUnitVector_f(this->actor.speedXZ * 0.03125f, &sp84, MTXMODE_NEW);
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Matrix_RotateY(this->actor.shape.rot.y, MTXMODE_APPLY);
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SysMatrix_InsertXRotation_s(this->actor.shape.rot.x, MTXMODE_APPLY);
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SysMatrix_InsertZRotation_s(this->actor.shape.rot.z, MTXMODE_APPLY);
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SysMatrix_CopyCurrentState(&sp38);
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Matrix_InsertXRotation_s(this->actor.shape.rot.x, MTXMODE_APPLY);
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Matrix_InsertZRotation_s(this->actor.shape.rot.z, MTXMODE_APPLY);
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Matrix_CopyCurrentState(&sp38);
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func_8018219C(&sp38, &this->actor.shape.rot, 0);
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}
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}
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@@ -883,7 +883,7 @@ void func_80A83B28(ObjMine* this, GlobalContext* globalCtx) {
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}
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if (ptr->unk_0C.y > 0.0001f) {
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ptr->unk_0C.y = Math_Vec3f_StepTo((Vec3f*)&ptr->unk_00.y, &D_801D15B0, 2.8f);
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ptr->unk_0C.y = Math_Vec3f_StepTo((Vec3f*)&ptr->unk_00.y, &gZeroVec3f, 2.8f);
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}
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ptr->unk_00.x = 0.9f;
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@@ -1026,7 +1026,7 @@ void func_80A84088(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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SysMatrix_InsertXRotation_s(0x2000, MTXMODE_APPLY);
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Matrix_InsertXRotation_s(0x2000, MTXMODE_APPLY);
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func_80A8164C(&this->actor.world.pos);
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gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@@ -1070,7 +1070,7 @@ void func_80A84338(Actor* thisx, GlobalContext* globalCtx) {
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gSPDisplayList(gfx++, D_06000030);
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}
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SysMatrix_InsertXRotation_s(0x2000, 1);
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Matrix_InsertXRotation_s(0x2000, 1);
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func_80A8164C(&this->actor.world.pos);
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gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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