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@@ -53,7 +53,7 @@ void func_802D0A38(Actor *this){
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void func_802D0AB8(Actor *this) {
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func_80328B8C(this, 1, 0.0f, 0);
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func_802D0A00(this);
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func_80328CEC(this, (s32) this->yaw_moving, 0x87, 0xAF);
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func_80328CEC(this, (s32) this->yaw_ideal, 0x87, 0xAF);
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this->unk38_31 = 0x1E;
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}
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@@ -121,7 +121,7 @@ void func_802D0F30(ActorMarker *marker, ActorMarker *other_marker) {
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this = marker_getActor(marker);
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FUNC_8030E8B4(SFX_1B_EXPLOSION_1, 1.0f, 32736, this->position, 1250, 2500);
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func_802C3C88((GenMethod_1)func_802D0B24, reinterpret_cast(s32, this));
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__spawnqueue_add_1((GenMethod_1)func_802D0B24, reinterpret_cast(s32, this));
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func_802D0B54(this);
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func_802D0CB4(this);
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func_802D0DDC(this, ASSET_53A_MODEL_SHRAPNAL_PIECE_EYE, 2);
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@@ -172,7 +172,7 @@ void chshrapnel_update(Actor *this) {
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break;
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case 2:
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this->yaw_moving = (f32) func_80329784(this);
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this->yaw_ideal = (f32) func_80329784(this);
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func_80328FB0(this, 4.0f);
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if (func_80329480(this)) {
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if (250.0 > ABS(player_position[1] - this->unk1C[1])) {
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@@ -185,7 +185,7 @@ void chshrapnel_update(Actor *this) {
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break;
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case 3:
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this->yaw_moving = (f32) func_80329784(this);
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this->yaw_ideal = (f32) func_80329784(this);
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func_80328FB0(this, this->unk28 / 2);
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this->unk28 = MIN( 50.0, (this->unk28 + tick));
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if ((250.0 <= ABS(player_position[1] - this->unk1C[1])) || !func_80329054(this, 0)) {
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