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Enable rotation interpolation for sprite props
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@@ -93,9 +93,8 @@ RECOMP_PATCH void func_8032D510(Cube *cube, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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// Skip interpolation on vertices to account for vertex lists changing between frames of the sprite.
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// Also skip interpolation on scale to account for the scale inverting when sprites are mirrored.
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// TODO track this matrix for skipping interpolation when camera interpolation is skipped.
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// TODO rotation temporarily disabled for now, reenable it when RT64 decomposition is improved.
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gEXMatrixGroupDecomposed((*gfx)++, base_transform_id, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE,
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G_EX_ORDER_LINEAR, G_EX_EDIT_ALLOW);
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