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@@ -787,7 +787,7 @@ Actor *actor_new(s32 (* position)[3], s32 yaw, ActorInfo* actorInfo, u32 flags){
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D_80383390->position_z = (f32)(*position)[2];
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D_80383390->unkF4_8 = 0;
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D_80383390->yaw = (f32) yaw;
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D_80383390->yaw_moving = (f32) yaw;
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D_80383390->yaw_ideal = (f32) yaw;
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D_80383390->pitch = 0.0f;
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D_80383390->roll = 0.0f;
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D_80383390->unk6C = 0.0f;
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@@ -1335,7 +1335,7 @@ void func_80328C64(Actor * this, int arg1){
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int retVal = arg1;
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while(retVal < 0) retVal += 0x168;
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while(retVal >= 0x168) retVal -= 0x168;
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this->yaw_moving = retVal;
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this->yaw_ideal = retVal;
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}
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void func_80328CA8(Actor *arg0, s32 angle) {
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@@ -1395,7 +1395,7 @@ f32 func_80328DCC(Actor *this, f32 angle, f32 angle_ideal, s32 arg3) {
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}
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void func_80328FB0(Actor *this, f32 arg1){
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this->yaw = func_80328DCC(this, this->yaw, this->yaw_moving, (s32)arg1);
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this->yaw = func_80328DCC(this, this->yaw, this->yaw_ideal, (s32)arg1);
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}
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void func_80328FF0(Actor *arg0, f32 arg1) {
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@@ -1502,14 +1502,14 @@ bool func_8032944C(Actor *this){
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bool func_80329480(Actor *this){
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s32 v1;
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v1 = this->yaw - this->yaw_moving;
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v1 = this->yaw - this->yaw_ideal;
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return ((-3 <= v1) && (v1 <= 3));
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}
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bool func_803294B4(Actor *this, s32 arg1){
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s32 v1;
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v1 = this->yaw - this->yaw_moving;
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v1 = this->yaw - this->yaw_ideal;
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return ((-arg1 <= v1) && (v1 <= arg1));
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}
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@@ -1938,7 +1938,7 @@ void func_8032A88C(Actor *arg0) {
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Actorlocal_Core2_9E370 *sp20;
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sp20 = &arg0->local;
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arg0->yaw_moving = (f32) func_803297C8(arg0, sp20->unk0);
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arg0->yaw_ideal = (f32) func_803297C8(arg0, sp20->unk0);
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func_80328FB0(arg0, 6.0f);
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func_80329030(arg0, 0);
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if ((((arg0->position[0] - sp20->unk0[0]) * (arg0->position[0] - sp20->unk0[0])) + ((arg0->position[2] - sp20->unk0[2]) * (arg0->position[2] - sp20->unk0[2]))) <= 144.0f) {
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