Renaming Actor.unk28
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@@ -84,7 +84,7 @@ void func_802DAE10(Actor *this){
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ActorLocal_core2_53C10 *local;
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local = (ActorLocal_core2_53C10 *)&this->local;
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this->unk28 = randf2(local->unk0, local->unk4);
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this->actor_specific_1_f = randf2(local->unk0, local->unk4);
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}
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void func_802DAE40(Actor *this) {
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@@ -132,7 +132,7 @@ bool func_802DAFBC(Actor *this) {
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func_8032C9E0(sp38);
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sp34 = func_80257248(sp38, this->position);
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if (((globalTimer_getTime() - local->unk38) == 0x1E) && ((sp34 - this->yaw_ideal < 15.0f) && (sp34 - this->yaw_ideal > -15.0f))) {
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func_802DAF2C(this->position, this->yaw, this->unk28);
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func_802DAF2C(this->position, this->yaw, this->actor_specific_1_f);
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} else {
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func_80328CEC(this, (s32) sp34, 0, 0xF);
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}
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@@ -208,7 +208,7 @@ void func_802DB440(ActorMarker *marker, ActorMarker *other_marker) {
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this = marker_getActor(marker);
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if( this->state == 7
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&& this->unk28 >= 3.0
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&& this->actor_specific_1_f >= 3.0
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&& func_803294F0(this, 0x50, func_80329784(this))
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) {
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FUNC_8030E8B4(SFX_1F_HITTING_AN_ENEMY_3, 1.0f, 20000, this->position, 1250, 2500);
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@@ -294,7 +294,7 @@ void func_802DB5A0(Actor *this) {
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&& func_80329078(this, (s32) this->yaw_ideal, 0x96)
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) {
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if (subaddie_maybe_set_state(this, 3, 0.13f) != 0) {
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this->unk28 = randf2((f32)local->unk8, (f32)local->unk9);
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this->actor_specific_1_f = randf2((f32)local->unk8, (f32)local->unk9);
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}
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}
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func_802DB220(this);
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@@ -341,7 +341,7 @@ void func_802DB5A0(Actor *this) {
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|| (this->unk10_12 < local->unkC_31 && func_80329530(this, 0xFA))
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) {
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subaddie_set_state(this, 7);
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this->unk28 = (f32)local->unkA;
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this->actor_specific_1_f = (f32) local->unkA;
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this->unk38_31 = 0;
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}
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if(!func_80329078(this, (s32) this->yaw, 0x14)) {
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