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#define o gCurrentObject in object_list_processor.h
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@@ -568,9 +568,9 @@ void mtxf_to_mtx(void *dest, void *src) {
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/**
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* Set 'mtx' to a transformation matrix that rotates around the z axis.
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*/
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#define MATENTRY(a, b) \
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((s16 *) mtx)[a] = ((s32) b) >> 16; \
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((s16 *) mtx)[a + 16] = ((s32) b) & 0xFFFF;
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#define MATENTRY(a, b) \
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((s16 *) mtx)[a ] = (((s32) b) >> 16); \
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((s16 *) mtx)[a + 16] = (((s32) b) & 0xFFFF);
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void mtxf_rotate_xy(Mtx *mtx, s32 angle) {
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register s32 i = coss(angle) * 65536;
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register s32 j = sins(angle) * 65536;
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@@ -580,10 +580,10 @@ void mtxf_rotate_xy(Mtx *mtx, s32 angle) {
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*temp = 0;
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temp++;
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}
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MATENTRY(0, i)
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MATENTRY(1, j)
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MATENTRY(0, i)
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MATENTRY(1, j)
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MATENTRY(4, -j)
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MATENTRY(5, i)
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MATENTRY(5, i)
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((s16 *) mtx)[10] = 1;
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((s16 *) mtx)[15] = 1;
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}
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@@ -1087,23 +1087,3 @@ s32 anim_spline_poll(Vec3f result) {
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return hasEnded;
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}
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/// Multiply vector 'dest' by a
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void vec3f_mul(Vec3f dest, f32 a) {
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vec3_mul_val(dest, a);
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}
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/// Get length of vector 'a'
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f32 vec3f_length(Vec3f a) {
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return sqrtf(sqr(a[0]) + sqr(a[1]) + sqr(a[2]));
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}
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/// Get dot product of vectors 'a' and 'b'
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f32 vec3f_dot(Vec3f a, Vec3f b) {
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return vec3_dot(a, b);
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}
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/// Make 'dest' the difference of vectors a and b.
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void vec3f_dif(Vec3f dest, Vec3f a, Vec3f b) {
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vec3_diff(dest, a, b);
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}
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