Renaming Actor.unk28
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@@ -25,12 +25,14 @@ void __chTermite_updateRandomSpeed(Actor *this) {
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}
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void __chTermite_updateAnimationSpeed(Actor *this) {
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if ((this->velocity[0] - 0.1 <= this->unk28) && (this->unk28 <= this->velocity[0] + 0.1)) {
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this->unk28 = this->velocity[0];
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} else {
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this->unk28 += (this->velocity[0] < this->unk28)? -0.2 : 0.2;
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if ((this->velocity[0] - 0.1 <= this->actor_specific_1_f) && (this->actor_specific_1_f <= this->velocity[0] + 0.1)) {
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this->actor_specific_1_f = this->velocity[0];
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}
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animctrl_setDuration(this->animctrl, ml_map_f(this->unk28, 5.0f, 12.0f, 0.54f, 0.36f));
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else {
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this->actor_specific_1_f += (this->velocity[0] < this->actor_specific_1_f) ? -0.2 : 0.2;
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}
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animctrl_setDuration(this->animctrl, ml_map_f(this->actor_specific_1_f, 5.0f, 12.0f, 0.54f, 0.36f));
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}
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void __chTermite_updateRandomRotationSpeed(Actor *this) {
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@@ -193,7 +195,7 @@ void chTermite_update(Actor *this) {
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if (subaddie_maybe_set_state_position_direction(this, 2, 0.0f, 1, 0.06f)) {
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__chTermite_updateRandomRotationSpeed(this);
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__chTermite_updateRandomSpeed(this);
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this->unk28 = 0.0f;
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this->actor_specific_1_f = 0.0f;
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return;
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}
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return;
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@@ -216,7 +218,7 @@ void chTermite_update(Actor *this) {
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if (func_8034A6FC(0.73f, 0.76f) && func_80329078(this, (s32) this->yaw, 750) ) {
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this->yaw_ideal = this->yaw;
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this->velocity[0] = 35.0f;
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this->unk28 = 19.4444447f;
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this->actor_specific_1_f = 19.4444447f;
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this->unk38_31 = 0x3A;
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}
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if ((sp34 & 0x1F) == 3 && 0.58 < (f64) randf()) {
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