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https://github.com/HarbourMasters/Starship.git
synced 2025-02-02 16:23:57 +03:00
fix data in macbeth
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parent
b55dfd8699
commit
3174628f4e
@ -4232,7 +4232,7 @@ void Macbeth_Actor207_Update(Actor207* this) {
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s16 spC6;
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s16 spC6;
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u8 i;
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u8 i;
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#ifdef AVOID_UB
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#ifdef AVOID_UB
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sp374 = 0.0f;
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sp374 = 0.0f;
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#endif
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#endif
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@ -6462,18 +6462,9 @@ void Macbeth_Effect357_Spawn2(f32 xPos, f32 yPos, f32 zPos, f32 arg3) {
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}
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}
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}
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}
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f32 D_i5_801BA854[4] = { 1.5f, -1.0f, 0.7f, 0.0f };
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f32 D_i5_801BA854[8] = { 1.5f, -1.0f, 0.7f, 0.0f, 0.9f, 0.7f, -1.0f, 1.5f };
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f32 D_i5_801BA864 = 0.9f;
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f32 D_i5_801BA874[8] = { 200.0f, 300.0f, 400.0f, 0.0f, 500.0f, 100.0f, 120.0f, 100.0f };
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f32 D_i5_801BA868 = 0.7f; // unused?
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f32 D_i5_801BA894[8] = { 200.0f, 250.0f, 220.0f, 0.0f, 200.0f, 230.0f, 220.0f, 350.0f };
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f32 D_i5_801BA86C = -1.0f;
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f32 D_i5_801BA870 = 1.5f; // unused?
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f32 D_i5_801BA874[4] = { 200.0f, 300.0f, 400.0f, 0.0f };
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f32 D_i5_801BA884 = 500.0f;
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f32 D_i5_801BA888 = 100.0f;
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f32 D_i5_801BA88C = 120.0f;
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f32 D_i5_801BA890 = 100.0f; // unused?
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f32 D_i5_801BA894[5] = { 200.0f, 250.0f, 220.0f, 0.0f, 200.0f };
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f32 D_i5_801BA8A8[3] = { 230.0f, 220.0f, 350.0f }; // unused?
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void Macbeth_LevelComplete2(Player* player) {
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void Macbeth_LevelComplete2(Player* player) {
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s32 i;
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s32 i;
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@ -6540,18 +6531,21 @@ void Macbeth_LevelComplete2(Player* player) {
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}
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}
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player->csState++;
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player->csState++;
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gCsCamEyeX = -100.0f;
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gCsCamEyeX = -100.0f;
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gCsCamEyeY = 250.0f;
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gCsCamEyeY = 250.0f;
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gCsCamEyeZ = 2090.0f;
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gCsCamEyeZ = 2090.0f;
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gCsCamAtX = -250.0f;
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gCsCamAtX = -250.0f;
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gCsCamAtY = 10.0f;
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gCsCamAtY = 10.0f;
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gCsCamAtZ = -3210.0f;
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gCsCamAtZ = -3210.0f;
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player->cam.eye.x = -250.0f;
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player->cam.eye.x = -250.0f;
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player->cam.eye.y = 50.0f;
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player->cam.eye.y = 50.0f;
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player->cam.eye.z = 1580.0f;
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player->cam.eye.z = 1580.0f;
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player->cam.at.x = -250.0f;
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player->cam.at.x = -250.0f;
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player->cam.at.y = 10.0f;
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player->cam.at.y = 10.0f;
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player->cam.at.z = -3210.0f;
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player->cam.at.z = -3210.0f;
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D_i5_801BE312 = 1;
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D_i5_801BE312 = 1;
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player->pos.x = 500.0f;
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player->pos.x = 500.0f;
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@ -6670,16 +6664,19 @@ void Macbeth_LevelComplete2(Player* player) {
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D_ctx_80177A48[6] = 0.5f;
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D_ctx_80177A48[6] = 0.5f;
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D_ctx_80177A48[7] = 1560.0f;
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D_ctx_80177A48[7] = 1560.0f;
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D_ctx_80177A48[8] = 2400.0f;
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D_ctx_80177A48[8] = 2400.0f;
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player->cam.at.x = gCsCamAtX = gActors[D_i5_801BE314].obj.pos.x;
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player->cam.at.x = gCsCamAtX = gActors[D_i5_801BE314].obj.pos.x;
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player->cam.at.z = gCsCamAtZ = (gActors[D_i5_801BE314].obj.pos.z + gPathProgress) - 2000.0f;
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player->cam.at.z = gCsCamAtZ = (gActors[D_i5_801BE314].obj.pos.z + gPathProgress) - 2000.0f;
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player->cam.eye.y = gCsCamEyeY = 50.0f;
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player->cam.eye.y = gCsCamEyeY = 50.0f;
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player->cam.at.y = gCsCamAtY = 10.0f;
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player->cam.at.y = gCsCamAtY = 10.0f;
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player->cam.eye.x = gCsCamEyeX = D_ctx_80177A48[7] + gCsCamAtX;
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player->cam.eye.x = gCsCamEyeX = D_ctx_80177A48[7] + gCsCamAtX;
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player->cam.eye.z = gCsCamEyeZ = D_ctx_80177A48[8] + gCsCamAtZ;
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player->cam.eye.z = gCsCamEyeZ = D_ctx_80177A48[8] + gCsCamAtZ;
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player->pathChangeYaw = -30.0f;
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player->pathChangeYaw = -30.0f;
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player->xPathTarget = 10014.0f;
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player->xPathTarget = 10014.0f;
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player->pathChangeTimer = 1000;
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player->pathChangeTimer = 1000;
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player->pathStep = 0.0f;
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player->pathStep = 0.0f;
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gFillScreenAlphaTarget = 0;
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gFillScreenAlphaTarget = 0;
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gFillScreenAlphaStep = 127;
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gFillScreenAlphaStep = 127;
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}
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}
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@ -6715,10 +6712,12 @@ void Macbeth_LevelComplete2(Player* player) {
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gFogGreen -= 1;
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gFogGreen -= 1;
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gFogBlue -= 2;
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gFogBlue -= 2;
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}
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}
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Math_SmoothStepToF(&player->zPathVel, 0.0f, 1.0f, 0.6f, 0.0f);
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Math_SmoothStepToF(&player->zPathVel, 0.0f, 1.0f, 0.6f, 0.0f);
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Math_SmoothStepToF(&gCsCamAtX, 11700.0f, 0.1f, 50.0f, 0.0f);
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Math_SmoothStepToF(&gCsCamAtX, 11700.0f, 0.1f, 50.0f, 0.0f);
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Math_SmoothStepToF(&D_ctx_80177A48[5], 30.0f, 0.1f, 0.05f, 0.0f);
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Math_SmoothStepToF(&D_ctx_80177A48[5], 30.0f, 0.1f, 0.05f, 0.0f);
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Math_SmoothStepToF(&gCsCamAtY, 1600.0f, 0.1f, D_ctx_80177A48[5], 0.0f);
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Math_SmoothStepToF(&gCsCamAtY, 1600.0f, 0.1f, D_ctx_80177A48[5], 0.0f);
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if (player->zPathVel >= 2.5f) {
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if (player->zPathVel >= 2.5f) {
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player->pos.x = gActors[D_i5_801BE314].obj.pos.x + 500.0f;
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player->pos.x = gActors[D_i5_801BE314].obj.pos.x + 500.0f;
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player->pos.z = player->trueZpos = -(gPathProgress + 210.0f);
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player->pos.z = player->trueZpos = -(gPathProgress + 210.0f);
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@ -6740,10 +6739,12 @@ void Macbeth_LevelComplete2(Player* player) {
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gActors[D_i5_801BE314].obj.pos.y + 30.0f,
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gActors[D_i5_801BE314].obj.pos.y + 30.0f,
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gActors[D_i5_801BE314].obj.pos.z - 120.0f, 6.0f);
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gActors[D_i5_801BE314].obj.pos.z - 120.0f, 6.0f);
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}
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}
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player->zPath += player->zPathVel;
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player->zPath += player->zPathVel;
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gPathVelZ = player->zPathVel;
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gPathVelZ = player->zPathVel;
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gPathProgress = player->zPath;
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gPathProgress = player->zPath;
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gPathTexScroll += player->zPathVel;
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gPathTexScroll += player->zPathVel;
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if (gCsFrameCount == 630) {
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if (gCsFrameCount == 630) {
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Audio_KillSfxBySourceAndId(gActors[D_i5_801BE314].sfxSource, NA_SE_EN_TRAIN_BREAK);
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Audio_KillSfxBySourceAndId(gActors[D_i5_801BE314].sfxSource, NA_SE_EN_TRAIN_BREAK);
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AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_L, gActors[D_i5_801BE314].sfxSource, 4);
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AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_L, gActors[D_i5_801BE314].sfxSource, 4);
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@ -7085,7 +7086,7 @@ void Macbeth_LevelComplete2(Player* player) {
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break;
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break;
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case 1310:
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case 1310:
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D_i5_801BA888 = 220.0f;
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D_i5_801BA874[5] = 220.0f;
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break;
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break;
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case 1350:
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case 1350:
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@ -7109,7 +7110,7 @@ void Macbeth_LevelComplete2(Player* player) {
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break;
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break;
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case 1460:
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case 1460:
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D_i5_801BA88C = 170.0f;
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D_i5_801BA874[6] = 170.0f;
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break;
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break;
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case 1500:
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case 1500:
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@ -7139,7 +7140,7 @@ void Macbeth_LevelComplete2(Player* player) {
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break;
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break;
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case 1661:
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case 1661:
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D_i5_801BA86C = -0.5f;
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D_i5_801BA854[6] = -0.5f;
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break;
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break;
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case 1810:
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case 1810:
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@ -7198,6 +7199,7 @@ void Macbeth_LevelComplete2(Player* player) {
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} else {
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} else {
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Math_SmoothStepToF(&player->yRot_114, 0.0f, 0.03f, 0.5f, 0.0001f);
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Math_SmoothStepToF(&player->yRot_114, 0.0f, 0.03f, 0.5f, 0.0001f);
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}
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}
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Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 20000.0f, 0);
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Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 20000.0f, 0);
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Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 20000.0f, 0);
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Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 20000.0f, 0);
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Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 20000.0f, 0);
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Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 20000.0f, 0);
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@ -7239,12 +7241,12 @@ void Macbeth_801B28BC(ActorCutscene* this) {
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switch (this->state) {
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switch (this->state) {
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case 10:
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case 10:
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this->fwork[3] += D_i5_801BA864;
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this->fwork[3] += D_i5_801BA854[4];
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Matrix_RotateY(gCalcMatrix, this->fwork[3] * M_DTOR, MTXF_NEW);
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Matrix_RotateY(gCalcMatrix, this->fwork[3] * M_DTOR, MTXF_NEW);
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sp5C.x = 0.0f;
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sp5C.x = 0.0f;
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sp5C.y = D_i5_801BA884;
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sp5C.y = D_i5_801BA874[4];
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sp5C.z = D_i5_801BA894[4];
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sp5C.z = D_i5_801BA894[4];
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Math_SmoothStepToF(&D_i5_801BA894[4], 100.0f, 0.05f, 0.5f, 0.01f);
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Math_SmoothStepToF(&D_i5_801BA894[4], 100.0f, 0.05f, 0.5f, 0.01f);
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