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ZoSpikeBall Interpolation fix
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@ -3965,6 +3965,9 @@ void Zoness_ZoSpikeBall_Draw(ZoSpikeBall* this) {
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sp94 = (180.0f / var_s4) + 1.0f;
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// @port: Tag the transform.
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FrameInterpolation_RecordOpenChild("ZoSpikeBall", 0);
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for (i = 0; i < var_s4; i++) {
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temp_fs1_2 = SIN_DEG(i * sp94) * this->fwork[5];
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temp_fs0_4 = COS_DEG(i * sp94) * this->fwork[5] * -0.25f;
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@ -3982,6 +3985,8 @@ void Zoness_ZoSpikeBall_Draw(ZoSpikeBall* this) {
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Matrix_Pop(&gGfxMatrix);
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var_fs5 += 90.0f;
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}
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// @port Pop the transform id.
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FrameInterpolation_RecordCloseChild();
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}
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Matrix_Pop(&gGfxMatrix);
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Matrix_Push(&gGfxMatrix);
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@ -4784,6 +4789,7 @@ void Zoness_LevelComplete(Player* player) {
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gCsCamAtX = player->cam.at.x;
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gCsCamAtY = player->cam.at.y;
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gCsCamAtZ = player->cam.at.z;
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for (i = 10; i < ARRAY_COUNT(gActors); i++) {
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if (gActors[i].animFrame == 0) {
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Object_Kill(&gActors[i].obj, gActors[i].sfxSource);
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@ -4845,6 +4851,7 @@ void Zoness_LevelComplete(Player* player) {
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case 2:
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gPathTexScroll += 60.0f;
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if (player->csTimer == 0) {
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player->pos.x = 0.0f;
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player->pos.y = 200.0f;
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