rename animctrl
to anctrl
to match source debug string and tooie naming
rename `rumbleManager` to `bamotor`
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@@ -883,16 +883,16 @@ s32 func_803422D4(Actor *arg0, Union_glspline *arg1, SplineList *arg2){
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}
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if (arg1->t1.unk8.bit10){
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arg0->unk5C = ((f32) arg1->t1.unk8.bit21) / 4;
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arg0->animctrl_asset_id = lookup_getAnimAssetId(arg1->t1.unk8.bit31);
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if (arg0->animctrl == 0) {
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arg0->animctrl = animctrl_new(0);
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animctrl_reset(arg0->animctrl);
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arg0->anctrl_asset_id = lookup_getAnimAssetId(arg1->t1.unk8.bit31);
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if (arg0->anctrl == 0) {
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arg0->anctrl = anctrl_new(0);
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anctrl_reset(arg0->anctrl);
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}
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animctrl_setIndex(arg0->animctrl, arg0->animctrl_asset_id);
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animctrl_setDuration(arg0->animctrl, arg0->unk5C);
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animctrl_setDirection(arg0->animctrl, 1);
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if (arg0->animctrl != 0) {
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animctrl_start(arg0->animctrl, "glspline.c", 0x545);
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anctrl_setIndex(arg0->anctrl, arg0->anctrl_asset_id);
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anctrl_setDuration(arg0->anctrl, arg0->unk5C);
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anctrl_setDirection(arg0->anctrl, 1);
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if (arg0->anctrl != 0) {
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anctrl_start(arg0->anctrl, "glspline.c", 0x545);
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}
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}
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switch (arg1->t1.unk4.bit6){
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