rename PSVEC to VEC
This is the correct name for the Vec functions for Dolphin. This also applies to PSMTX...
This commit is contained in:
parent
64413586b9
commit
afa9c0a4b5
82 changed files with 968 additions and 968 deletions
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@ -250,8 +250,8 @@ static void fn_1_95AC(s32 arg0) {
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lbl_1_data_49C = BoardPlayerMotionCreate(arg0, lbl_1_data_510[GWPlayer[arg0].character]);
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BoardPlayerPosGet(arg0, &sp38);
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BoardModelPosGet(lbl_1_data_49A, &sp2C);
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PSVECSubtract(&sp2C, &sp38, &sp20);
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PSVECNormalize(&sp20, &sp20);
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VECSubtract(&sp2C, &sp38, &sp20);
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VECNormalize(&sp20, &sp20);
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BoardModelMotionShiftSet(lbl_1_data_498, 4, 0.0f, 8.0f, 0);
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HuPrcSleep(8);
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HuAudFXPlay(0x3C);
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@ -300,8 +300,8 @@ static void fn_1_95AC(s32 arg0) {
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omVibrate(arg0, 12, 4, 2);
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BoardPlayerMotionStart(arg0, lbl_1_data_49C, 0x40000001);
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temp_r30 = BoardSpaceFlagPosGet(0, 0x8000, &sp2C);
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PSVECSubtract(&sp2C, &sp38, &sp20);
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PSVECNormalize(&sp20, &sp20);
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VECSubtract(&sp2C, &sp38, &sp20);
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VECNormalize(&sp20, &sp20);
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sp20.x = 500.0f * sp20.x / 90.0f;
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sp20.z = 500.0f * sp20.z / 90.0f;
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sp38.y += 150.0f;
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@ -384,8 +384,8 @@ static void fn_1_9E5C(s32 arg0) {
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BoardPlayerPosGet(arg0, &sp38);
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BoardModelPosGet(lbl_1_data_49A, &sp2C);
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PSVECSubtract(&sp2C, &sp38, &sp20);
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PSVECNormalize(&sp20, &sp20);
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VECSubtract(&sp2C, &sp38, &sp20);
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VECNormalize(&sp20, &sp20);
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BoardModelMotionShiftSet(lbl_1_data_498, 4, 0.0f, 8.0f, 0);
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HuPrcSleep(8);
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HuAudFXPlay(0x3C);
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@ -500,8 +500,8 @@ static void fn_1_A408(s32 arg0) {
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BoardPlayerPosGet(arg0, &sp38);
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BoardModelPosGet(lbl_1_data_49A, &sp2C);
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PSVECSubtract(&sp2C, &sp38, &sp20);
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PSVECNormalize(&sp20, &sp20);
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VECSubtract(&sp2C, &sp38, &sp20);
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VECNormalize(&sp20, &sp20);
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BoardModelMotionShiftSet(lbl_1_data_498, 4, 0.0f, 8.0f, 0);
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HuPrcSleep(8);
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HuAudFXPlay(0x3C);
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@ -656,8 +656,8 @@ static void fn_1_AB4C(s32 arg0, s32 arg1) {
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BoardSpacePosGet(0, arg1, &sp3C);
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BoardPlayerPosSetV(arg0, &sp3C);
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BoardModelPosGet(lbl_1_data_49A, &sp30);
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PSVECSubtract(&sp30, &sp3C, &sp24);
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PSVECNormalize(&sp24, &sp24);
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VECSubtract(&sp30, &sp3C, &sp24);
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VECNormalize(&sp24, &sp24);
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BoardPlayerRotYSet(arg0, atan2d(sp24.x, sp24.z));
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BoardPlayerSizeSet(arg0, 2);
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sp18.x = 0.0f;
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@ -774,8 +774,8 @@ static void fn_1_B27C(s32 arg0) {
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BoardPlayerPosGet(arg0, &sp38);
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BoardModelPosGet(lbl_1_data_49A, &sp2C);
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PSVECSubtract(&sp2C, &sp38, &sp20);
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PSVECNormalize(&sp20, &sp20);
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VECSubtract(&sp2C, &sp38, &sp20);
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VECNormalize(&sp20, &sp20);
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BoardModelMotionShiftSet(lbl_1_data_498, 4, 0.0f, 8.0f, 0);
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HuPrcSleep(8);
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HuAudFXPlay(0x3C);
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@ -960,7 +960,7 @@ static void fn_1_BD8C(s32 arg0) {
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OSs8tof32(&lbl_1_data_4A4[lbl_1_bss_0->unk04 - 1], &var_f25);
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BoardPlayerPosGet(arg0, &sp18);
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BoardModelPosGet(lbl_1_data_49A, &sp24);
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PSVECSubtract(&sp18, &sp24, &spC);
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VECSubtract(&sp18, &sp24, &spC);
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var_f26 = atan2d(spC.x, spC.z);
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BoardPlayerMotBlendSet(arg0, var_f26 + 180.0f, 0x14);
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fn_1_B6A0(var_f25, 20);
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@ -1205,9 +1205,9 @@ void fn_1_CD0C(void) {
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BoardModelVisibilitySet(lbl_1_data_49A, 1);
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BoardModelPosGet(lbl_1_data_498, &sp20);
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BoardViewFocusGetPos(&sp2C);
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PSVECSubtract(&sp2C, &sp20, &sp14);
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VECSubtract(&sp2C, &sp20, &sp14);
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sp14.y = 0.0f;
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temp_f30 = PSVECMag(&sp14);
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temp_f30 = VECMag(&sp14);
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if (temp_f30 > 3000.0f) {
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var_r30 = 180;
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} else if (temp_f30 > 1500.0f) {
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@ -226,7 +226,7 @@ static s32 fn_1_8490(s32 arg0, s8 arg1) {
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BoardPlayerPosGet(arg0, &sp18);
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BoardSpacePosGet(0, lbl_1_bss_E2, &sp24);
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PSVECSubtract(&sp24, &sp18, &spC);
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VECSubtract(&sp24, &sp18, &spC);
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temp_f30 = atan2d(spC.x, spC.z);
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BoardPlayerMotBlendSet(arg0, temp_f30, 0xF);
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while (!BoardPlayerMotBlendCheck(arg0)) {
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@ -154,7 +154,7 @@ static void fn_1_72CC(s32 arg0) {
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}
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BoardPlayerPosGet(arg0, &sp18);
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BoardModelPosGet(lbl_1_bss_C0, &sp24);
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PSVECSubtract(&sp24, &sp18, &spC);
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VECSubtract(&sp24, &sp18, &spC);
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for (i = 0; i < 4; i++) {
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if (var_r30 & BoardSpaceFlagGet(0, GWPlayer[i].space_curr)) {
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lbl_1_bss_C2[i] = 1;
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@ -265,11 +265,11 @@ static void fn_1_7760(s32 arg0) {
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}
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BoardModelPosGet(lbl_1_bss_C0, &sp20);
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BoardSpacePosGet(0, var_r29, &sp2C);
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PSVECSubtract(&sp2C, &sp20, &sp8);
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VECSubtract(&sp2C, &sp20, &sp8);
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sp8.x *= 0.4f;
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sp8.y *= 0.4f;
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sp8.z *= 0.4f;
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PSVECAdd(&sp20, &sp8, &sp2C);
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VECAdd(&sp20, &sp8, &sp2C);
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lbl_1_data_22A = BoardModelCreate(DATA_MAKE_NUM(DATADIR_BOARD, 10), NULL, 0);
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BoardModelVisibilitySet(lbl_1_data_22A, 0);
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BoardModelPosSetV(lbl_1_data_22A, &sp2C);
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@ -203,8 +203,8 @@ static s32 fn_1_4BF8(s32 arg0) {
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BoardModelPosGet(lbl_1_bss_C[0], &sp38);
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sp38.x += 115.0 * sin(M_PI);
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sp38.z += 115.0 * cos(M_PI);
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PSVECSubtract(&sp38, &sp2C, &sp20);
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PSVECNormalize(&sp20, &sp20);
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VECSubtract(&sp38, &sp2C, &sp20);
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VECNormalize(&sp20, &sp20);
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BoardPlayerRotYSet(arg0, atan2d(-sp20.x, -sp20.z));
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BoardPlayerPosLerpStart(arg0, &sp2C, &sp38, 40);
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BoardModelPosGet(lbl_1_bss_C[5], &sp2C);
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@ -212,7 +212,7 @@ static s32 fn_1_4BF8(s32 arg0) {
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BoardModelMotionSpeedSet(lbl_1_bss_C[5], 2.0f);
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while (GWPlayer[arg0].moving) {
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BoardPlayerPosGet(arg0, &sp38);
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PSVECSubtract(&sp38, &sp2C, &sp20);
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VECSubtract(&sp38, &sp2C, &sp20);
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BoardModelRotYSet(lbl_1_bss_C[5], atan2d(sp20.x, sp20.z));
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HuPrcVSleep();
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}
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@ -285,7 +285,7 @@ static void fn_1_519C(s32 arg0) {
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BoardModelMotionSpeedSet(lbl_1_bss_C[5], 2.0f);
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while (GWPlayer[arg0].moving) {
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BoardPlayerPosGet(arg0, &sp14);
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PSVECSubtract(&sp14, &sp20, &sp8);
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VECSubtract(&sp14, &sp20, &sp8);
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BoardModelRotYSet(lbl_1_bss_C[5], atan2d(sp8.x, sp8.z));
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HuPrcVSleep();
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}
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@ -336,8 +336,8 @@ static void fn_1_5490(s32 arg0) {
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sp3C.x += 50.0f;
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BoardPlayerPosGet(arg0, &sp30);
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sp30.x -= 10.0f;
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PSVECSubtract(&sp30, &sp3C, &sp24);
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PSVECNormalize(&sp24, &sp18);
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VECSubtract(&sp30, &sp3C, &sp24);
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VECNormalize(&sp24, &sp18);
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temp_r3->trans.x = sp24.x / 60.0f;
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temp_r3->trans.y = sp24.y / 60.0f;
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temp_r3->trans.z = sp24.z / 60.0f;
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@ -273,8 +273,8 @@ static s32 fn_1_12A0(s32 arg0) {
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lbl_1_bss_34 = BoardSpaceLinkFlagSearch(0, var_r30, 0x02000000);
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BoardPlayerPosGet(arg0, &sp2C);
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BoardSpacePosGet(0, lbl_1_bss_34, &sp38);
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PSVECSubtract(&sp38, &sp2C, &sp20);
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PSVECNormalize(&sp20, &sp20);
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VECSubtract(&sp38, &sp2C, &sp20);
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VECNormalize(&sp20, &sp20);
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BoardPlayerRotYSet(arg0, atan2d(-sp20.x, -sp20.z));
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BoardPlayerPosLerpStart(arg0, &sp2C, &sp38, 20);
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while (GWPlayer[arg0].moving) {
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@ -979,7 +979,7 @@ static void fn_1_3698(s8 arg0) {
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} else {
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var_f30 = 20.0f;
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}
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PSVECSubtract(&sp18, &sp24, &spC);
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VECSubtract(&sp18, &sp24, &spC);
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lbl_1_bss_28->trans.y = temp_f31 / var_f30;
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BoardModelRotYSet(lbl_1_bss_C[4], atan2d(spC.x, spC.z));
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BoardModelMotionShiftSet(lbl_1_bss_C[4], temp_r31->unk08, 0.0f, 8.0f, 0x40000001);
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