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@ -1005,11 +1005,11 @@ void func_80C0DB18(EnBsb* this, PlayState* play) {
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this->unk_111A = CutsceneManager_GetCurrentSubCamId(this->actor.csId);
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this->unk_02A4 = 1;
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}
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if (this->unk_02D8 == 1) {
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func_80C0B970(this, play);
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}
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this->unk_1128.x = -480.0f;
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this->unk_1140.x = -480.0f;
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this->unk_1128.y = 375.0f;
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@ -1022,9 +1022,9 @@ void func_80C0DB18(EnBsb* this, PlayState* play) {
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this->unk_114C.y = 500.0f;
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this->unk_114C.z = -2250.0f;
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this->unk_1134.z = -2250.0f;
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func_80C0BE1C(this, play);
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switch (this->unk_1118) {
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case 0:
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Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &sp64), 1, 0x7D0, 0);
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@ -1038,18 +1038,16 @@ void func_80C0DB18(EnBsb* this, PlayState* play) {
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this->unk_1118++;
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}
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}
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default:
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break;
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case 1:
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if ((Animation_OnFrame(&this->skelAnime, 7.0f) != 0) || (Animation_OnFrame(&this->skelAnime, 15.0f) != 0)) {
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Actor_PlaySfx(&this->actor, 0x3AA3);
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}
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Math_SmoothStepToS(
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&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_02EC), 1, 0x7D0, 0
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);
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Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_02EC), 1,
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0x7D0, 0);
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if (this->unk_02C4 <= curFrame) {
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this->unk_111C++;
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if (this->unk_111C >= 3) {
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@ -1071,7 +1069,7 @@ void func_80C0DB18(EnBsb* this, PlayState* play) {
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Message_StartTextbox(play, 0x1541, &this->actor);
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}
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break;
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case 3:
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if ((Message_GetState(&play->msgCtx) == 5) && Message_ShouldAdvance(play)) {
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Message_CloseTextbox(play);
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@ -1096,10 +1094,8 @@ void func_80C0DB18(EnBsb* this, PlayState* play) {
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case 5:
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if (this->actor.world.pos.y < (this->actor.home.pos.y + 30.0f)) {
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Actor_SpawnFloorDustRing(
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play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale - 20.0f, 0x14, 8.0f,
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0x3E8, 0x64, 1
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);
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos,
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this->actor.shape.shadowScale - 20.0f, 0x14, 8.0f, 0x3E8, 0x64, 1);
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this->actor.speed = 0.0f;
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Actor_PlaySfx(&this->actor, 0x380DU);
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Actor_RequestQuakeAndRumble(&this->actor, play, 4, 0xA);
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@ -1109,18 +1105,17 @@ void func_80C0DB18(EnBsb* this, PlayState* play) {
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case 6:
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this->actor.world.rot.y += 0x2000;
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if (!(play->gameplayFrames & 7)) {
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Math_Vec3f_Copy(&sp64, &this->actor.world.pos);
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sp64.x += Rand_CenteredFloat(40.0f);
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sp64.z += Rand_CenteredFloat(40.0f);
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Actor_SpawnFloorDustRing(
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play, &this->actor, &sp64, Rand_ZeroFloat(10.0f) + 5.0f, Rand_S16Offset(1, 3), 4.0f, 0x3E8, 0x64, 1
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);
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Actor_SpawnFloorDustRing(play, &this->actor, &sp64, Rand_ZeroFloat(10.0f) + 5.0f, Rand_S16Offset(1, 3),
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4.0f, 0x3E8, 0x64, 1);
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}
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Math_ApproachF(&this->actor.shape.yOffset, -7000.0f, 0.5f, 200.0f);
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if (this->actor.shape.yOffset < -6999.0f) {
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CutsceneManager_Stop(this->unk_02CC[3]);
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Actor_Kill(&this->actor);
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@ -1491,9 +1486,8 @@ void EnBsb_Draw(Actor* thisx, PlayState* play) {
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, this->unk_02CA);
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SkelAnime_DrawOpa(
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play, this->skelAnime.skeleton, this->skelAnime.jointTable, func_80C0EEA0, func_80C0F170, &this->actor
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);
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SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, func_80C0EEA0, func_80C0F170,
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&this->actor);
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if (this->unk_0322 != 0) {
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f32 sp3C = this->unk_0322 * 0.05f;
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@ -1509,9 +1503,8 @@ void EnBsb_Draw(Actor* thisx, PlayState* play) {
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this->unk_032C = 0.8f;
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}
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Actor_DrawDamageEffects(
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play, &this->actor, this->unk_0330, 0x11, this->unk_0328, this->unk_032C, sp3C, this->unk_0324
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);
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Actor_DrawDamageEffects(play, &this->actor, this->unk_0330, 0x11, this->unk_0328, this->unk_032C, sp3C,
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this->unk_0324);
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}
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} else {
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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@ -1520,15 +1513,12 @@ void EnBsb_Draw(Actor* thisx, PlayState* play) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 0xFF, 0xFF, 0xFF, this->unk_02CA);
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POLY_XLU_DISP = SkelAnime_Draw(
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play, this->skelAnime.skeleton, this->skelAnime.jointTable, func_80C0F078, NULL, &this->actor,
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POLY_XLU_DISP++
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);
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POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, func_80C0F078, NULL,
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&this->actor, POLY_XLU_DISP++);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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void func_80C0F544(EnBsb* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, f32 arg0, s16 arg1) {
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EnBsbUnkStruct* var_s0 = &this->unk_0444;
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s16 i;
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