mirror of
https://github.com/HarbourMasters/Starship
synced 2026-08-28 17:20:25 -04:00
unk_08 -> bottomRightFlapYrot
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@@ -777,7 +777,7 @@ void Cutscene_AllRangeMode(Player* player) {
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}
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}
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player->arwing.unk_10 = 0.0f;
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player->arwing.unk_08 = 0.0f;
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player->arwing.bottomRightFlapYrot = 0.0f;
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player->arwing.unk_0C = 0.0f;
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player->arwing.upperRightFlapYrot = 0.0f;
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@@ -920,7 +920,7 @@ void Cutscene_CoComplete2(Player* player) {
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player->csState++;
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player->arwing.upperRightFlapYrot = 0.0f;
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player->arwing.unk_0C = 0.0f;
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player->arwing.unk_08 = 0.0f;
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player->arwing.bottomRightFlapYrot = 0.0f;
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player->arwing.unk_10 = 0.0f;
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player->zRotBarrelRoll = 0.0f;
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player->zRotBank = 0.0f;
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@@ -1021,7 +1021,7 @@ void Cutscene_CoComplete2(Player* player) {
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player->csState = 1;
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player->csTimer = 150;
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player->arwing.unk_10 = 0.0f;
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player->arwing.unk_08 = 0.0f;
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player->arwing.bottomRightFlapYrot = 0.0f;
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player->arwing.unk_0C = 0.0f;
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player->arwing.upperRightFlapYrot = 0.0f;
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}
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@@ -1449,7 +1449,7 @@ void Cutscene_UTurn(Player* player) {
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}
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, sp58.y, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_08, sp58.y, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, sp58.y, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_0C, sp58.y, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_10, sp58.y, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
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@@ -1480,7 +1480,7 @@ void Cutscene_UTurn(Player* player) {
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sp58.y = player->zRotBank * 0.3f;
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, sp58.y, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_08, sp58.y, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, sp58.y, 0.3f, 100.0f, 0.0f);
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sp58.z = -sp58.y;
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@@ -532,7 +532,7 @@ bool Display_ArwingWingsOverrideLimbDraw(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos
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rot->y -= arwing->upperRightFlapYrot;
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break;
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case 2:
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rot->y -= arwing->unk_08;
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rot->y -= arwing->bottomRightFlapYrot;
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break;
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case 5:
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rot->y -= arwing->unk_10;
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@@ -693,7 +693,7 @@ void Display_Arwing(Player* player, s32 reflectY) {
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}
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} else {
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if ((gLevelType == LEVELTYPE_SPACE) || (gCurrentLevel == LEVEL_BOLSE)) {
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player->arwing.unk_28 = player->arwing.upperRightFlapYrot = player->arwing.unk_08 =
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player->arwing.unk_28 = player->arwing.upperRightFlapYrot = player->arwing.bottomRightFlapYrot =
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player->arwing.unk_0C = player->arwing.unk_10 = 0.0f;
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}
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D_display_800CA22C = true;
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@@ -534,7 +534,7 @@ void func_edisplay_8005B388(Actor199* actor) {
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}
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D_edisplay_80161630.upperRightFlapYrot = actor->fwork[15];
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D_edisplay_80161630.unk_0C = actor->fwork[16];
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D_edisplay_80161630.unk_08 = actor->fwork[26];
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D_edisplay_80161630.bottomRightFlapYrot = actor->fwork[26];
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D_edisplay_80161630.unk_10 = actor->fwork[27];
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D_edisplay_80161630.unk_14 = D_edisplay_80161630.unk_18 = D_edisplay_80161630.unk_1C =
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D_edisplay_80161630.unk_20 = D_edisplay_80161630.unk_38 = D_edisplay_80161630.unk_24 = 0.0f;
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@@ -543,7 +543,7 @@ void func_edisplay_8005B388(Actor199* actor) {
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D_edisplay_80161630.unk_30 = actor->fwork[20];
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D_edisplay_80161630.unk_34 = actor->fwork[19];
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if (gLevelType == LEVELTYPE_SPACE) {
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D_edisplay_80161630.upperRightFlapYrot = D_edisplay_80161630.unk_08 = D_edisplay_80161630.unk_0C =
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D_edisplay_80161630.upperRightFlapYrot = D_edisplay_80161630.bottomRightFlapYrot = D_edisplay_80161630.unk_0C =
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D_edisplay_80161630.unk_10 = 0.0f;
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}
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Display_ArwingWings(&D_edisplay_80161630);
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@@ -3364,7 +3364,7 @@ void Player_ArwingBank(Player* player) {
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sp38 = 0.2f;
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if (player->zRotBank < 70.0f) {
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, -70.0f, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_08, -70.0f, 0.3f, 100.0f, 0.f);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, -70.0f, 0.3f, 100.0f, 0.f);
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Math_SmoothStepToF(&player->arwing.unk_0C, 70.0f, 0.3f, 100.0f, 0.f);
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Math_SmoothStepToF(&player->arwing.unk_10, 70.0f, 0.3f, 100.0f, 0.f);
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if (player->pos.y < (gGroundHeight + 70.0f)) {
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@@ -3378,7 +3378,7 @@ void Player_ArwingBank(Player* player) {
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sp38 = 0.2f;
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if (player->zRotBank > -70.0f) {
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, 70.0f, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_08, 70.0f, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, 70.0f, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_0C, -70.0f, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_10, -70.0f, 0.3f, 100.0f, 0.0f);
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if (player->pos.y < (gGroundHeight + 70.0f)) {
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@@ -3599,7 +3599,7 @@ void Player_MoveArwing360(Player* player) {
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Math_SmoothStepToF(&player->arwing.unk_28, 0.0f, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, -sp60 + sp5C, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_08, -sp60 - sp5C, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, -sp60 - sp5C, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_0C, -sp60 + sp58, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_10, -sp60 - sp58, 0.1f, 100.0f, 0.0f);
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@@ -3734,7 +3734,7 @@ void Player_PerformLoop(Player* player) {
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}
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, sp58, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_08, sp58, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, sp58, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_0C, sp58, 0.3f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_10, sp58, 0.3f, 100.0f, 0.0f);
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@@ -3862,7 +3862,7 @@ void Player_MoveArwingOnRails(Player* player) {
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}
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Math_SmoothStepToF(&player->arwing.unk_28, 0.0f, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, (-sp7C) + sp78, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_08, (-sp7C) - sp78, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, (-sp7C) - sp78, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_0C, (-sp7C) + sp74, 0.1f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_10, (-sp7C) - sp74, 0.1f, 100.0f, 0.0f);
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}
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@@ -5035,7 +5035,7 @@ void Player_ArwingBoost(Player* player) {
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if (gLevelType == LEVELTYPE_PLANET) {
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player->arwing.unk_28 += (35.0f - player->arwing.unk_28) * 0.1f;
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, 0.0f, 0.5f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_08, 0.0f, 0.5f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, 0.0f, 0.5f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_0C, 0.0f, 0.5f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_10, 0.0f, 0.5f, 100.0f, 0.0f);
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}
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@@ -5133,7 +5133,7 @@ void Player_ArwingBrake(Player* player) {
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if (gLevelType == LEVELTYPE_PLANET) {
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, 90.0f, 0.2f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_08, -90.0f, 0.2f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, -90.0f, 0.2f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_0C, 90.0f, 0.2f, 100.0f, 0.0f);
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Math_SmoothStepToF(&player->arwing.unk_10, -90.0f, 0.2f, 100.0f, 0.0f);
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}
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@@ -5865,7 +5865,7 @@ void Player_Update(Player* player) {
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player->arwing.modelId = 1;
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Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, 0.0f, 0.1f, 5.0f, 0);
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Math_SmoothStepToF(&player->arwing.unk_08, 0.0f, 0.1f, 5.0f, 0);
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Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, 0.0f, 0.1f, 5.0f, 0);
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Math_SmoothStepToF(&player->arwing.unk_0C, 0.0f, 0.1f, 5.0f, 0);
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Math_SmoothStepToF(&player->arwing.unk_10, 0.0f, 0.1f, 5.0f, 0);
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