Renaming functions
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@@ -835,7 +835,7 @@ Actor *actor_new(s32 position[3], s32 yaw, ActorInfo* actorInfo, u32 flags){
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suLastBaddie->unk44_0 = 0;
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suLastBaddie->initialized = FALSE;
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suLastBaddie->unk16C_4 = 0;
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suLastBaddie->unk60 = 0.0f;
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suLastBaddie->lifetime_value = 0.0f;
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suLastBaddie->unk10_0 = 0;
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suLastBaddie->unk104 = NULL;
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suLastBaddie->unk100 = NULL;
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@@ -882,7 +882,7 @@ Actor *actor_new(s32 position[3], s32 yaw, ActorInfo* actorInfo, u32 flags){
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suLastBaddie->unk14C[0] = NULL;
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suLastBaddie->unk14C[1] = NULL;
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suLastBaddie->unk138_27 = 0;
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suLastBaddie->unk138_24 = 0;
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suLastBaddie->is_first_encounter = FALSE;
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suLastBaddie->unk138_23 = 0;
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suLastBaddie->unk138_22 = 0;
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suLastBaddie->unk138_21 = 0;
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@@ -1059,13 +1059,15 @@ Actor *func_8032811C(enum actor_e id, s32 (* pos)[3], s32 rot){
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return spawn_actor(id, pos, rot);
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}
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Actor *func_8032813C(enum actor_e id, f32 pos[3], s32 rot){
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s32 sp24[3];
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Actor *spawn_actor_f32(enum actor_e id, f32 pos[3], s32 rot){
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s32 pos_float[3];
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int i;
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for(i = 0; i< 3; i++){
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sp24[i] = pos[i];
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pos_float[i] = pos[i];
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}
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spawn_actor(id, &sp24, rot);
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spawn_actor(id, &pos_float, rot);
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}
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Actor * spawn_child_actor(enum actor_e id, Actor ** parent){
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