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fox_end1 details
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@ -831,35 +831,35 @@ void Ending_8018A024(void) {
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}
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}
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void Ending_8018A124(s32 arg0) {
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void Ending_8018A124(s32 arg0) {
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f32 sp2C[3] = { 0.0f, 0.0f, 0.0f };
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f32 sp2C[1][3] = { 0.0f, 0.0f, 0.0f };
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f32 sp20[3] = { 0.0f, 0.0f, -100.0f };
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f32 sp20[1][3] = { 0.0f, 0.0f, -100.0f };
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s32 sp14[3] = { 110, 80, 40 };
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s32 sp14[1][3] = { 110, 80, 40 };
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s32 sp8[3] = { 0, 0, 0 };
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s32 sp8[1][3] = { 0, 0, 0 };
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f32 sp0[2] = { -22.0f, 204.0f };
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f32 sp0[1][2] = { -22.0f, 204.0f };
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// not fake, but weird.
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// not fake, but weird.
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gCsCamEyeX = (&sp2C)[arg0][0];
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gCsCamEyeX = sp2C[arg0][0];
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gCsCamEyeY = (&sp2C)[arg0][1];
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gCsCamEyeY = sp2C[arg0][1];
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gCsCamEyeZ = (&sp2C)[arg0][2];
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gCsCamEyeZ = sp2C[arg0][2];
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gCsCamAtX = (&sp20)[arg0][0];
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gCsCamAtX = sp20[arg0][0];
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gCsCamAtY = (&sp20)[arg0][1];
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gCsCamAtY = sp20[arg0][1];
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gCsCamAtZ = (&sp20)[arg0][2];
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gCsCamAtZ = sp20[arg0][2];
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gLight1R = (&sp14)[arg0][0];
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gLight1R = sp14[arg0][0];
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gLight1G = (&sp14)[arg0][1];
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gLight1G = sp14[arg0][1];
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gLight1B = (&sp14)[arg0][2];
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gLight1B = sp14[arg0][2];
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gAmbientR = (&sp8)[arg0][0];
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gAmbientR = sp8[arg0][0];
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gAmbientG = (&sp8)[arg0][1];
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gAmbientG = sp8[arg0][1];
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gAmbientB = (&sp8)[arg0][2];
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gAmbientB = sp8[arg0][2];
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gEnvLightxRot = (&sp0)[arg0][0];
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gEnvLightxRot = sp0[arg0][0];
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gEnvLightyRot = (&sp0)[arg0][1];
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gEnvLightyRot = sp0[arg0][1];
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}
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}
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void Ending_8018A2A8(void) {
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void Ending_8018A2A8(void) {
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s32 i;
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s32 i;
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Vec3f sp6C[50];
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Vec3f frameTable[50];
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for (i = 0; i < D_ending_80196F88; i++) {
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for (i = 0; i < D_ending_80196F88; i++) {
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Matrix_Push(&gGfxMatrix);
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Matrix_Push(&gGfxMatrix);
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@ -881,8 +881,8 @@ void Ending_8018A2A8(void) {
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Animation_GetFrameData(D_ending_80196D08[i].anim,
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Animation_GetFrameData(D_ending_80196D08[i].anim,
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(u32) (D_ending_80196D08[i].unk_34 * D_ending_80196D08[i].unk_30) %
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(u32) (D_ending_80196D08[i].unk_34 * D_ending_80196D08[i].unk_30) %
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Animation_GetFrameCount(D_ending_80196D08[i].anim),
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Animation_GetFrameCount(D_ending_80196D08[i].anim),
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sp6C);
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frameTable);
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Animation_DrawSkeleton(0, D_ending_80196D08[i].skeleton, sp6C, NULL, NULL, NULL, &gIdentityMatrix);
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Animation_DrawSkeleton(0, D_ending_80196D08[i].skeleton, frameTable, NULL, NULL, NULL, &gIdentityMatrix);
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}
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}
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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}
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}
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@ -1562,8 +1562,8 @@ f32 D_ending_80192DF0[8] = {
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bool Ending_8018BCB0(void) {
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bool Ending_8018BCB0(void) {
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s32 i;
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s32 i;
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Vec3f sp78;
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Vec3f src;
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Vec3f sp6C;
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Vec3f dest;
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s32 pad68;
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s32 pad68;
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s32 pad64; // Vec3f?
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s32 pad64; // Vec3f?
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s32 pad60;
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s32 pad60;
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@ -1648,15 +1648,15 @@ bool Ending_8018BCB0(void) {
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Matrix_RotateY(gCalcMatrix, (gActors[i].rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW);
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Matrix_RotateY(gCalcMatrix, (gActors[i].rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW);
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Matrix_RotateX(gCalcMatrix, -(gActors[i].rot_0F4.x * M_DTOR), MTXF_APPLY);
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Matrix_RotateX(gCalcMatrix, -(gActors[i].rot_0F4.x * M_DTOR), MTXF_APPLY);
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sp78.x = 0.0f;
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src.x = 0.0f;
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sp78.y = 0.0f;
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src.y = 0.0f;
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sp78.z = gActors[i].fwork[0];
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src.z = gActors[i].fwork[0];
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Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C);
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Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest);
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gActors[i].vel.x = sp6C.x;
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gActors[i].vel.x = dest.x;
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gActors[i].vel.y = sp6C.y;
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gActors[i].vel.y = dest.y;
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gActors[i].vel.z = sp6C.z;
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gActors[i].vel.z = dest.z;
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if (0) {} // some sort of vec_set macro?
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if (0) {} // some sort of vec_set macro?
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