Create main and player headers
This commit is contained in:
parent
2a1c4b808d
commit
b2186e5d09
6 changed files with 266 additions and 197 deletions
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@ -1,19 +1,12 @@
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#include "common.h"
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#include "board_unsplit.h"
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#include "game/gamework_data.h"
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#include "game/gamework.h"
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#include "game/window.h"
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#include "game/object.h"
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#include "game/process.h"
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#include "game/board/player.h"
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#include "game/board/main.h"
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//// #include "game/board/main.h"
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extern s32 BoardIsStarted(void);
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extern void BoardCameraMoveSet(s32);
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extern void BoardCameraViewSet(s32);
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extern void BoardPauseEnableSet(s32);
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extern void BoardCameraTargetPlayerSet(s32);
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extern void BoardCameraOffsetSet(float, float, float);
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extern void BoardCameraTargetModelSet(s16);
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extern void BoardCameraTargetPlayerSet(s32);
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extern Process* boardObjMan;
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//// #include "game/board/space.h"
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extern s32 BoardSpaceFlagPosGet(s32, s32, u32);
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extern void BoardSpaceDirPosGet(s32, s32, Vec*);
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@ -176,15 +169,6 @@ static s16 suitMdl = -1;
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static s16 suitPlayerMdl = -1;
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static s16 suitCurrMot = -1;
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inline PlayerState* GetPlayer(s32 index) {
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return &GWPlayer[index];
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}
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inline s16 GetBoardPlayer(s32 index) {
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PlayerState *player = GetPlayer(index);
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return boardPlayerMdl[player->player_idx];
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}
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s32 BoardRollTypeGet(void) {
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return rollType;
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}
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@ -225,7 +209,7 @@ void BoardPlayerInit(void) {
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BoardPlayerSizeSet(var_r31, 0);
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GWPlayer[var_r31].color = 0;
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GWPlayer[var_r31].bowser_suit = 0;
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GWPlayer[var_r31].field01_bit9 = 0;
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GWPlayer[var_r31].field00_bit9 = 0;
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GWPlayer[var_r31].field08_bit3 = 0;
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}
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return;
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@ -241,7 +225,7 @@ void BoardPlayerInit(void) {
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}
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void BoardPlayerModelInit(void) {
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s32 sp64[0x10];
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s32 sp64[14];
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s32 var_r31;
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s32 var_r30;
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s32 temp_r29;
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@ -319,7 +303,7 @@ void BoardPlayerModelKill(void) {
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PlayerState* temp_r29;
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for (var_r31 = 0; var_r31 < 4; var_r31++) {
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temp_r30 = GetPlayer(var_r31);
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temp_r30 = BoardPlayerGet(var_r31);
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if (boardPlayerMdl[temp_r30->player_idx] != -1) {
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BoardModelKill(boardPlayerMdl[temp_r30->player_idx]);
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boardPlayerMdl[temp_r30->player_idx] = -1;
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@ -333,22 +317,22 @@ void BoardPlayerModelKill(void) {
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}
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void BoardPlayerLayerSet(s32 arg0, s32 arg1) {
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BoardModelLayerSet(GetBoardPlayer(arg0), arg1);
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BoardModelLayerSet(BoardPlayerModelGet(arg0), arg1);
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}
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void BoardPlayerCameraSet(s32 arg0, u16 arg1) {
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BoardModelCameraSet(GetBoardPlayer(arg0), arg1);
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BoardModelCameraSet(BoardPlayerModelGet(arg0), arg1);
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}
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void fn_80062A40(s32 arg0, f32 arg8) {
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fn_8006DDE8(GetBoardPlayer(arg0), arg8);
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fn_8006DDE8(BoardPlayerModelGet(arg0), arg8);
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}
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void BoardPlayerExistCheck(s32 arg0, s32 arg1) {
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if (arg1 == 0) {
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BoardModelExistCheck(GetBoardPlayer(arg0), 0);
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BoardModelExistCheck(BoardPlayerModelGet(arg0), 0);
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} else {
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BoardModelExistCheck(GetBoardPlayer(arg0), 1);
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BoardModelExistCheck(BoardPlayerModelGet(arg0), 1);
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}
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}
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@ -358,7 +342,7 @@ s32 BoardPlayerItemAdd(s32 arg0, s32 arg1) {
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s32 var_r31;
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var_r29 = -1;
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var_r30 = GetPlayer(arg0);
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var_r30 = BoardPlayerGet(arg0);
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for (var_r31 = 0; var_r31 < 3; var_r31++) {
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if (GWPlayer[arg0].items[var_r31] == -1) {
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HuAudFXPlay(0x360);
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@ -375,7 +359,7 @@ s32 BoardPlayerItemRemove(s32 arg0, s32 arg1) {
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s32 temp_r29;
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PlayerState* temp_r28;
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temp_r28 = GetPlayer(arg0);
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temp_r28 = BoardPlayerGet(arg0);
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temp_r29 = temp_r28->items[arg1];
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if (temp_r28->items[arg1] == -1) {
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return temp_r29;
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@ -447,15 +431,15 @@ void BoardPlayerCurrSpacePosDirGet(s32 arg0, Point3d* arg1) {
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}
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void BoardPlayerAmbSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
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BoardModelAmbSet(GetBoardPlayer(arg0), arg8, arg9, argA);
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BoardModelAmbSet(BoardPlayerModelGet(arg0), arg8, arg9, argA);
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}
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void BoardPlayerMtxSet(s32 arg0, Mtx arg1) {
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BoardModelMtxSet(GetBoardPlayer(arg0), arg1);
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BoardModelMtxSet(BoardPlayerModelGet(arg0), arg1);
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}
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void BoardPlayerPosSetV(s32 arg0, Vec* arg1) {
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BoardModelPosSetV(GetBoardPlayer(arg0), arg1);
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BoardModelPosSetV(BoardPlayerModelGet(arg0), arg1);
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if (GWPlayer[arg0].bowser_suit != 0) {
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BoardModelPosSetV(suitMdl, arg1);
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@ -463,7 +447,7 @@ void BoardPlayerPosSetV(s32 arg0, Vec* arg1) {
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}
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void BoardPlayerPosSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
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BoardModelPosSet(GetBoardPlayer(arg0), arg8, arg9, argA);
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BoardModelPosSet(BoardPlayerModelGet(arg0), arg8, arg9, argA);
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if (GWPlayer[arg0].bowser_suit != 0) {
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BoardModelPosSet(suitMdl, arg8, arg9, argA);
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@ -471,11 +455,11 @@ void BoardPlayerPosSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
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}
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void BoardPlayerPosGet(s32 arg0, Vec* arg1) {
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BoardModelPosGet(GetBoardPlayer(arg0), arg1);
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BoardModelPosGet(BoardPlayerModelGet(arg0), arg1);
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}
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void BoardPlayerRotSetV(s32 arg0, Vec* arg1) {
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BoardModelRotSetV(GetBoardPlayer(arg0), arg1);
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BoardModelRotSetV(BoardPlayerModelGet(arg0), arg1);
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if (GWPlayer[arg0].bowser_suit != 0) {
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BoardModelRotSetV(suitMdl, arg1);
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@ -483,7 +467,7 @@ void BoardPlayerRotSetV(s32 arg0, Vec* arg1) {
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}
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void BoardPlayerRotSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
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BoardModelRotSet(GetBoardPlayer(arg0), arg8, arg9, argA);
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BoardModelRotSet(BoardPlayerModelGet(arg0), arg8, arg9, argA);
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if (GWPlayer[arg0].bowser_suit != 0) {
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BoardModelRotSet(suitMdl, arg8, arg9, argA);
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@ -491,7 +475,7 @@ void BoardPlayerRotSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
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}
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void BoardPlayerRotGet(s32 arg0, Vec* arg1) {
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BoardModelRotGet(GetBoardPlayer(arg0), arg1);
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BoardModelRotGet(BoardPlayerModelGet(arg0), arg1);
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}
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void BoardPlayerRotYSet(s32 arg0, f32 arg8) {
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@ -501,7 +485,7 @@ void BoardPlayerRotYSet(s32 arg0, f32 arg8) {
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if (arg8 > 360.0f) {
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arg8 -= 360.0f;
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}
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BoardModelRotYSet(GetBoardPlayer(arg0), arg8);
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BoardModelRotYSet(BoardPlayerModelGet(arg0), arg8);
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if (GWPlayer[arg0].bowser_suit != 0) {
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BoardModelRotYSet(suitMdl, arg8);
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}
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@ -513,47 +497,47 @@ f32 BoardPlayerRotYGet(s32 arg0) {
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if (GWPlayer[arg0].bowser_suit != 0) {
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var_f31 = BoardModelRotYGet(suitMdl);
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} else {
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var_f31 = BoardModelRotYGet(GetBoardPlayer(arg0));
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var_f31 = BoardModelRotYGet(BoardPlayerModelGet(arg0));
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}
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return var_f31;
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}
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void BoardPlayerScaleSetV(s32 arg0, Vec* arg1) {
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BoardModelScaleSetV(GetBoardPlayer(arg0), arg1);
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BoardModelScaleSetV(BoardPlayerModelGet(arg0), arg1);
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}
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void BoardPlayerScaleSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
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BoardModelScaleSet(GetBoardPlayer(arg0), arg8, arg9, argA);
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BoardModelScaleSet(BoardPlayerModelGet(arg0), arg8, arg9, argA);
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}
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void BoardPlayerScaleGet(s32 arg0, s32 *arg1) {
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BoardModelScaleGet(GetBoardPlayer(arg0), arg1);
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BoardModelScaleGet(BoardPlayerModelGet(arg0), arg1);
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}
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s16 BoardPlayerCurrMotionGet(s32 arg0) {
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PlayerState* player = GetPlayer(arg0);
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PlayerState* player = BoardPlayerGet(arg0);
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return playerMot[player->player_idx];
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}
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void BoardPlayerVoiceEnableSet(s32 arg0, s32 arg1, s32 arg2) {
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BoardModelVoiceEnableSet(GetBoardPlayer(arg0), arg1, arg2);
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BoardModelVoiceEnableSet(BoardPlayerModelGet(arg0), arg1, arg2);
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}
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void BoardPlayerMotionCreate(s32 arg0, s32 arg1) {
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BoardModelMotionCreate(GetBoardPlayer(arg0), arg1);
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BoardModelMotionCreate(BoardPlayerModelGet(arg0), arg1);
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}
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void BoardPlayerMotionKill(s32 arg0, s32 arg1) {
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BoardModelMotionKill(GetBoardPlayer(arg0), arg1);
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BoardModelMotionKill(BoardPlayerModelGet(arg0), arg1);
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}
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void BoardPlayerMotionEndCheck(s32 arg0) {
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BoardModelMotionEndCheck(GetBoardPlayer(arg0));
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BoardModelMotionEndCheck(BoardPlayerModelGet(arg0));
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}
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void BoardPlayerMotionEndWait(s32 arg0) {
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while (BoardModelMotionEndCheck(GetBoardPlayer(arg0)) == 0) {
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while (BoardModelMotionEndCheck(BoardPlayerModelGet(arg0)) == 0) {
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HuPrcVSleep();
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}
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}
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@ -562,11 +546,11 @@ void BoardPlayerMotionStart(s32 arg0, s32 arg1, s32 arg2) {
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PlayerState* player;
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s32 temp_r29;
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player = GetPlayer(arg0);
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player = BoardPlayerGet(arg0);
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if (arg1 == 0) {
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}
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if (arg1 != playerMot[player->player_idx]) {
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temp_r29 = BoardModelMotionStart(GetBoardPlayer(arg0), arg1, arg2);
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temp_r29 = BoardModelMotionStart(BoardPlayerModelGet(arg0), arg1, arg2);
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if (temp_r29 == 0) {
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playerMot[player->player_idx] = arg1;
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}
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@ -577,11 +561,11 @@ void BoardPlayerMotionShiftSet(s32 arg0, s32 arg1, f32 arg8, f32 arg9, s32 arg2)
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PlayerState* player;
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s32 temp_r29;
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player = GetPlayer(arg0);
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player = BoardPlayerGet(arg0);
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if (arg1 == 0) {
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}
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if (arg1 != playerMot[player->player_idx]) {
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temp_r29 = BoardModelMotionShiftSet(GetBoardPlayer(arg0), arg1, arg8, arg9, arg2);
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temp_r29 = BoardModelMotionShiftSet(BoardPlayerModelGet(arg0), arg1, arg8, arg9, arg2);
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if (temp_r29 == 0) {
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playerMot[player->player_idx] = arg1;
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}
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@ -589,31 +573,31 @@ void BoardPlayerMotionShiftSet(s32 arg0, s32 arg1, f32 arg8, f32 arg9, s32 arg2)
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}
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void BoardPlayerMotionSpeedSet(s32 arg0, f32 arg8) {
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BoardModelMotionSpeedSet(GetBoardPlayer(arg0), arg8);
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BoardModelMotionSpeedSet(BoardPlayerModelGet(arg0), arg8);
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}
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void BoardPlayerMotionTimeSet(s32 arg0, f32 arg8) {
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BoardModelMotionTimeSet(GetBoardPlayer(arg0), arg8);
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BoardModelMotionTimeSet(BoardPlayerModelGet(arg0), arg8);
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}
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f32 BoardPlayerMotionTimeGet(s32 arg0) {
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BoardModelMotionTimeGet(GetBoardPlayer(arg0));
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BoardModelMotionTimeGet(BoardPlayerModelGet(arg0));
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}
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f32 BoardPlayerMotionMaxTimeGet(s32 arg0) {
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BoardModelMotionMaxTimeGet(GetBoardPlayer(arg0));
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BoardModelMotionMaxTimeGet(BoardPlayerModelGet(arg0));
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}
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void BoardPlayerMotionTimeRangeSet(s32 arg0, f32 arg8, f32 arg9) {
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BoardModelMotionTimeRangeSet(GetBoardPlayer(arg0), arg8, arg9);
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BoardModelMotionTimeRangeSet(BoardPlayerModelGet(arg0), arg8, arg9);
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}
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void BoardPlayerModelAttrSet(s32 arg0, s32 arg1) {
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BoardModelAttrSet(GetBoardPlayer(arg0), arg1);
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BoardModelAttrSet(BoardPlayerModelGet(arg0), arg1);
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}
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void BoardPlayerModelAttrReset(s32 arg0, s32 arg1) {
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BoardModelAttrReset(GetBoardPlayer(arg0), arg1);
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BoardModelAttrReset(BoardPlayerModelGet(arg0), arg1);
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}
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void BoardPlayerCoinsSet(s32 arg0, s32 arg1) {
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@ -628,7 +612,7 @@ void BoardPlayerCoinsAdd(s32 arg0, s32 arg1) {
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PlayerState* player;
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s16 coins;
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player = GetPlayer(arg0);
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player = BoardPlayerGet(arg0);
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if ((arg1 > 0) && (player->coins_total < 0x3E7)) {
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player->coins_total += arg1;
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if (player->coins_total > 0x3E7) {
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@ -646,7 +630,7 @@ void BoardPlayerSizeSet(s32 arg0, s32 arg1) {
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PlayerState* temp_r27;
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Vec temp_r4[3] = { { 1, 1, 1 }, { 0.3, 0.3, 0.3 }, { 2.5, 2.5, 2.5 } };
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temp_r27 = GetPlayer(arg0);
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temp_r27 = BoardPlayerGet(arg0);
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temp_r27->size = arg1;
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if (arg1 == 2) {
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CharModelSetStepType(GWPlayer[arg0].character, 4);
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@ -655,13 +639,13 @@ void BoardPlayerSizeSet(s32 arg0, s32 arg1) {
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} else {
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CharModelSetStepType(GWPlayer[arg0].character, 0);
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}
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BoardModelScaleSetV(GetBoardPlayer(arg0), &temp_r4[arg1]);
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BoardModelScaleSetV(BoardPlayerModelGet(arg0), &temp_r4[arg1]);
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}
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s32 BoardPlayerSizeGet(s32 arg0) {
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PlayerState* temp_r30;
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temp_r30 = GetPlayer(arg0);
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temp_r30 = BoardPlayerGet(arg0);
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if (temp_r30 != 0) {
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arg0 = temp_r30->size;
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}
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@ -696,22 +680,22 @@ s32 BoardPlayerTeamFind(s32 arg0) {
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return var_r31;
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}
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s32 BoardPlayerRankCalc(s32 arg0) {
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s32 temp_r29;
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s32 var_r30;
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s32 var_r31;
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s32 sp8[4];
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s32 BoardPlayerRankCalc(s32 player) {
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s32 coins;
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s32 rank;
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s32 i;
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s32 score[4];
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for (var_r31 = 0; var_r31 < 4; var_r31++) {
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temp_r29 = GWCoinsGet(var_r31);
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sp8[var_r31] = temp_r29 | (GWStarsGet(var_r31) << 0xA);
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for (i = 0; i < 4; i++) {
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coins = GWCoinsGet(i);
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score[i] = coins | (GWStarsGet(i) << 0xA);
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}
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for (var_r30 = 0, var_r31 = 0; var_r31 < 4; var_r31++) {
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if ((var_r31 != arg0) && (sp8[arg0] < sp8[var_r31])) {
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var_r30++;
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for (rank = 0, i = 0; i < 4; i++) {
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if ((i != player) && (score[player] < score[i])) {
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rank++;
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}
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}
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return var_r30;
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return rank;
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}
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void BoardPlayerPreTurnHookSet(s32 arg0, s32 (*arg1)()) {
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@ -913,12 +897,12 @@ void BoardPlayerSizeRestore(s32 arg0) {
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s32 var_r28;
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s32 var_r27;
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temp_r24 = GetPlayer(arg0);
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temp_r24 = BoardPlayerGet(arg0);
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if (temp_r24 != 0) {
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var_r28 = temp_r24->size;
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}
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if (var_r28 != 0) {
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temp_r23 = GetPlayer(arg0);
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temp_r23 = BoardPlayerGet(arg0);
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if (temp_r23 != 0) {
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var_r27 = temp_r23->size;
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}
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@ -945,8 +929,8 @@ void BoardPlayerZoomRestore(s32 arg0) {
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Vec sp18;
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Vec spC;
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sp8 = GetPlayer(arg0);
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BoardModelPosGet(GetBoardPlayer(arg0), &spC);
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sp8 = BoardPlayerGet(arg0);
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BoardModelPosGet(BoardPlayerModelGet(arg0), &spC);
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temp_r27 = GWPlayer[arg0].space_curr;
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var_r31 = GWSystem.player_curr;
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if (var_r31 == -1) {
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