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@@ -27,18 +27,18 @@ ActorInfo chMazeCtrl = { MARKER_1CD_GV_MAZE_CTRL, ACTOR_319_GV_MAZE_CTRL, 0x0,
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void func_8038F520(f32 arg0){
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static f32 D_803915E4[3] = {460.0f, 1400.0f, 0.0f};
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static f32 D_803915F0[3] = {0.0f, 0.0f, 0.0f};
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Struct6Ds *tmp_v0 = func_8034C528(0x19A);
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Struct70s *tmp_v0 = func_8034C528(0x19A);
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if(tmp_v0 != NULL){
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func_8034DDF0(tmp_v0, D_803915E4, D_803915F0, arg0, 1);
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func_8034DDF0(&tmp_v0->type_6D, D_803915E4, D_803915F0, arg0, 1);
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}
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}
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void func_8038F56C(f32 arg0){
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static f32 D_803915FC[3] = {0.0f, 0.0f, 0.0f};
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static f32 D_80391608[3] = {460.0f, 1400.0f, 0.0f};
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Struct6Ds *tmp_v0 = func_8034C528(0x19A);
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Struct70s *tmp_v0 = func_8034C528(0x19A);
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if(tmp_v0 != NULL){
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func_8034DDF0(tmp_v0, D_803915FC, D_80391608, arg0, 1);
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func_8034DDF0(&tmp_v0->type_6D, D_803915FC, D_80391608, arg0, 1);
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}
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}
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@@ -56,7 +56,7 @@ void __chMazeCtrl_8038F5E4(Actor *this){
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void __chMazeCtrl_setState(Actor *this, s32 next_state){
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f32 plyr_pos[3];
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Struct6Ds *tmp_v0;
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Struct70s *tmp_v0;
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ActorLocal_GVMazeCtrl *local;
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f32 sp28[3];
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@@ -111,7 +111,7 @@ void __chMazeCtrl_setState(Actor *this, s32 next_state){
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func_8030E6D4(SFX_52_BANJO_YAH_OH);
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tmp_v0 = func_8034C528(400);
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if(tmp_v0){
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func_8034DE60(tmp_v0, 0.0f, -1700.0f, 1.0f, 1);
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func_8034DE60(&tmp_v0->type_6D, 0.0f, -1700.0f, 1.0f, 1);
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}
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}//L8038F8C4
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@@ -170,7 +170,7 @@ void chMazeCtrl_update(Actor *this){
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player_getPosition(sp3C);
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if(this->state == 1){
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sp38 = func_8034C528(0x191);
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sp38 = &func_8034C528(0x191)->type_6D;
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if(sp38 != NULL && func_8034DC80(sp38, sp3C)){
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__chMazeCtrl_setState(this, 2);
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}
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@@ -200,7 +200,7 @@ void chMazeCtrl_update(Actor *this){
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}
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if(this->state == 4){
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sp30 = func_8034C528(0x190);
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sp30 = &func_8034C528(0x190)->type_6D;
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if(sp30 != NULL && func_8034DC78(sp30)){
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__chMazeCtrl_setState(this, 0);
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}
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