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Widescreen Falco's Cutscene positioning
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@ -3075,7 +3075,8 @@ void Corneria_LevelStart(Player* player) {
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peppy->state = 0;
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peppy->state = 0;
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slippy->state = 0;
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slippy->state = 0;
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falco->obj.pos.y = player->pos.y + 80.0f;
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falco->obj.pos.y = player->pos.y + 80.0f;
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falco->obj.pos.z += 100.0f;
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// @port: adjust Falco's position so he appears from further right
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falco->obj.pos.z += 3.0f * 100.0f;
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}
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}
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if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) {
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if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) {
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@ -3084,7 +3085,8 @@ void Corneria_LevelStart(Player* player) {
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break;
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break;
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case 3: // Falco appears on scene from behind
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case 3: // Falco appears on scene from behind
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if (fabsf(Math_SmoothStepToF(&falco->obj.pos.z, player->pos.z + 100.0f, 0.05f, 5.0f, 0.0f)) < 1.0f) {
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// @port: adjust Falco's maxStep so he flies faster in compensation for the previous change
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if (fabsf(Math_SmoothStepToF(&falco->obj.pos.z, player->pos.z + 100.0f, 0.05f, 3.0f * 5.0f, 0.0f)) < 1.0f) {
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player->csState = 4;
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player->csState = 4;
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D_ctx_80177A48[0] = 0.0f;
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D_ctx_80177A48[0] = 0.0f;
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player->csTimer = 190;
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player->csTimer = 190;
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