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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@ -326,7 +326,7 @@ static void ItemRotProc(void) {
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if (temp_r31->unk0C >= 360.0f) {
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temp_r31->unk0C -= 360.0f;
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}
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PSVECAdd(&sp8, &temp_r31->unk10, &sp8);
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VECAdd(&sp8, &temp_r31->unk10, &sp8);
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if (sp8.x < 0.0f) {
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sp8.x += 360.0f;
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}
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@ -384,7 +384,7 @@ static inline void BoardUiInlineFunc01(Vec *arg0) {
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}
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sp3C.y -= var_f31;
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BoardModelPosSetV(suitMdl, &sp3C);
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PSVECAdd(&sp48, arg0, &sp48);
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VECAdd(&sp48, arg0, &sp48);
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for (i = 0; i < 3; i++) {
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if (((float*) &sp48)[i] < 0.0f) {
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((float*) &sp48)[i] += 360.0f;
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@ -896,8 +896,8 @@ static void ExecItemPipe(void) {
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temp_f28 = 19.0f;
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var_f29 = 0.0f;
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for (var_r31 = 0; var_r31 < 2; var_r31++) {
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PSVECSubtract(&spE4[var_r31], &spCC[var_r31], &spB4[var_r31]);
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PSVECScale(&spB4[var_r31], &spB4[var_r31], 0.03f);
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VECSubtract(&spE4[var_r31], &spCC[var_r31], &spB4[var_r31]);
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VECScale(&spB4[var_r31], &spB4[var_r31], 0.03f);
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BoardModelVisibilitySet(BoardPlayerModelGet(sp2C[var_r31]), 1);
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}
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HuAudPlayerVoicePlay(currItemRestore, 0x122);
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@ -1035,7 +1035,7 @@ static void ExecItemSwap(void) {
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}
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BoardModelRotGet(suitMdl, &spA8);
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while (1) {
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PSVECAdd(&spA8, &sp9C, &spA8);
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VECAdd(&spA8, &sp9C, &spA8);
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for (var_r26 = 0; var_r26 < 3; var_r26++) {
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if (((float*) &spA8)[var_r26] < 0.0f) {
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((float*) &spA8)[var_r26] += 360.0f;
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@ -1092,8 +1092,8 @@ static void ExecItemSwap(void) {
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BoardItemGetDestPos(currItemRestore, &sp15C[0]);
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BoardItemGetDestPos(temp_r24, &sp138[0]);
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BoardModelPosGet(suitMdl, &sp90);
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PSVECSubtract(&sp90, &Hu3DCamera->pos, &sp90);
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temp_f29 = PSVECMag(&sp90);
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VECSubtract(&sp90, &Hu3DCamera->pos, &sp90);
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temp_f29 = VECMag(&sp90);
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for (var_r31 = 0; var_r31 < 3; var_r31++) {
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sp15C[var_r31].z = temp_f29;
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sp138[var_r31].z = temp_f29;
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@ -1105,15 +1105,15 @@ static void ExecItemSwap(void) {
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sp1A4[var_r31] = sp180[var_r31] = spB4;
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Hu3D2Dto3D(&sp15C[var_r31], 1, &sp84);
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Hu3D2Dto3D(&sp138[var_r31], 1, &sp78);
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PSVECSubtract(&sp84, &sp1A4[var_r31], &sp6C);
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PSVECScale(&sp6C, &sp6C, 0.033333335f);
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PSVECSubtract(&sp78, &sp180[var_r31], &sp60);
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PSVECScale(&sp60, &sp60, 0.033333335f);
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VECSubtract(&sp84, &sp1A4[var_r31], &sp6C);
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VECScale(&sp6C, &sp6C, 0.033333335f);
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VECSubtract(&sp78, &sp180[var_r31], &sp60);
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VECScale(&sp60, &sp60, 0.033333335f);
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for (var_r30 = 0; var_r30 < 30; var_r30++) {
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BoardModelPosSetV(sp54[var_r31], &sp1A4[var_r31]);
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BoardModelPosSetV(sp54[var_r31 + 3], &sp180[var_r31]);
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PSVECAdd(&sp1A4[var_r31], &sp6C, &sp1A4[var_r31]);
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PSVECAdd(&sp180[var_r31], &sp60, &sp180[var_r31]);
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VECAdd(&sp1A4[var_r31], &sp6C, &sp1A4[var_r31]);
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VECAdd(&sp180[var_r31], &sp60, &sp180[var_r31]);
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HuPrcVSleep();
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}
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sp1A4[var_r31] = sp84;
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@ -1154,15 +1154,15 @@ static void ExecItemSwap(void) {
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}
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for (var_r31 = (var_r28 / 2) - 1; var_r31 >= 0; var_r31--) {
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HuAudFXPlay(0x32C);
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PSVECSubtract(&spB4, &sp1A4[var_r31], &sp6C);
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PSVECScale(&sp6C, &sp6C, 0.033333335f);
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PSVECSubtract(&spB4, &sp180[var_r31], &sp60);
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PSVECScale(&sp60, &sp60, 0.033333335f);
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VECSubtract(&spB4, &sp1A4[var_r31], &sp6C);
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VECScale(&sp6C, &sp6C, 0.033333335f);
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VECSubtract(&spB4, &sp180[var_r31], &sp60);
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VECScale(&sp60, &sp60, 0.033333335f);
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for (var_r30 = 0; var_r30 < 30; var_r30++) {
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BoardModelPosSetV(sp54[var_r31], &sp1A4[var_r31]);
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BoardModelPosSetV(sp54[var_r31 + 3], &sp180[var_r31]);
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PSVECAdd(&sp1A4[var_r31], &sp6C, &sp1A4[var_r31]);
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PSVECAdd(&sp180[var_r31], &sp60, &sp180[var_r31]);
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VECAdd(&sp1A4[var_r31], &sp6C, &sp1A4[var_r31]);
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VECAdd(&sp180[var_r31], &sp60, &sp180[var_r31]);
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HuPrcVSleep();
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}
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BoardModelVisibilitySet(sp54[var_r31], 0);
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@ -1174,7 +1174,7 @@ static void ExecItemSwap(void) {
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while (1) {
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BoardModelRotSetV(suitMdl, &spA8);
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BoardModelAlphaSet(suitMdl, var_f30);
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PSVECAdd(&spA8, &sp9C, &spA8);
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VECAdd(&spA8, &sp9C, &spA8);
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sp9C.y *= 1.02f;
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if (sp9C.y >= 35.0f) {
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if (var_r21 == 0) {
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@ -1397,8 +1397,8 @@ static void ExecItemWhistle(void) {
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BoardPlayerPosGet(currItemRestore, &sp84);
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sp84.y += 200.0f;
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sp84.z += 100.0f;
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PSVECSubtract(&sp84, &sp90, &sp78);
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PSVECScale(&sp78, &sp78, 0.03448276f);
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VECSubtract(&sp84, &sp90, &sp78);
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VECScale(&sp78, &sp78, 0.03448276f);
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BoardPlayerMotionStart(currItemRestore, temp_r23, 0);
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BoardPlayerMotionTimeSet(currItemRestore, 1.0f);
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for (var_r31 = 0; var_r31 < 29; var_r31++) {
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@ -1978,8 +1978,8 @@ static void LampParticleUpdate(ModelData *model, ParticleData *particle, Mtx mat
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for (i = 0; i < particle->unk_30; i++, var_r31++) {
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if (var_r31->unk2C != 0.0f) {
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if (var_r31->unk00_s16 == 0) {
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PSVECAdd(&var_r31->unk34, &var_r31->unk08, &var_r31->unk34);
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PSVECScale(&var_r31->unk08, &var_r31->unk08, 0.95f);
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VECAdd(&var_r31->unk34, &var_r31->unk08, &var_r31->unk34);
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VECScale(&var_r31->unk08, &var_r31->unk08, 0.95f);
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var_r31->unk2C += 8.0f;
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var_r31->unk14.y -= 2.8333333f;
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if (var_r31->unk14.y <= 120.0f) {
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@ -1992,7 +1992,7 @@ static void LampParticleUpdate(ModelData *model, ParticleData *particle, Mtx mat
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}
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var_r31->unk40.a = var_r31->unk14.y;
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} else {
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PSVECAdd(&var_r31->unk34, &var_r31->unk08, &var_r31->unk34);
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VECAdd(&var_r31->unk34, &var_r31->unk08, &var_r31->unk34);
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var_r31->unk2C += 0.2f;
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var_r31->unk14.y -= 1.8214285f;
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if (var_r31->unk14.y <= 55.0f) {
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@ -2034,8 +2034,8 @@ static void GenieParticleUpdate(ModelData *model, ParticleData *particle, Mtx ma
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for (i = 0; i < particle->unk_30; i++, var_r31++) {
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if (var_r31->unk2C != 0.0f) {
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var_r28++;
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PSVECAdd(&var_r31->unk34, &var_r31->unk08, &var_r31->unk34);
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PSVECScale(&var_r31->unk08, &var_r31->unk08, 0.995f);
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VECAdd(&var_r31->unk34, &var_r31->unk08, &var_r31->unk34);
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VECScale(&var_r31->unk08, &var_r31->unk08, 0.995f);
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var_r31->unk2C -= 0.2f;
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var_r31->unk14.y -= 1.59375f;
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if (var_r31->unk14.y <= 20.0f) {
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@ -2216,8 +2216,8 @@ static void GenieSceneExec(void) {
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BoardPlayerCameraSet(currItemRestore, 2);
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BoardPlayerPosSetV(currItemRestore, &sp38);
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BoardModelVisibilitySet(BoardPlayerModelGet(currItemRestore), 1);
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PSVECSubtract(&shadowUp, &shadowPos, &sp2C);
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PSVECNormalize(&sp2C, &sp2C);
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VECSubtract(&shadowUp, &shadowPos, &sp2C);
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VECNormalize(&sp2C, &sp2C);
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temp_r20 = Hu3DGLightCreateV(&shadowPos, &sp2C, &sp1C);
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Hu3DShadowCreate(60.0f, 10.0f, 20000.0f);
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Hu3DModelShadowSet(BoardModelIDGet(BoardPlayerModelGet(currItemRestore)));
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