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https://github.com/ACreTeam/ac-decomp
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Implement unused function for proper ordering
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+6
-5
@@ -26,13 +26,14 @@ void _savefpr_29();
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void _restfpr_29();
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//#include "orderstrings/8064d600_8064d604.inc"
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static char lbl_8064d600[] = "";
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//#include "orderfloats/806412e8_806412f0.inc"
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asm void FORCESTRIP order_floats_806412e8() {
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lfs f1, 1.0;
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lfs f1, 0.5;
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}
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#endif
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/* @unused | necessary for proper float ordering*/
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extern void __declspec(section "forcestrip") projection_pos_set(GAME_PLAY* play, xyz_t* pos, xyz_t* proj_pos, f32* proj_w) {
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Skin_Matrix_PrjMulVector(&play->projection_matrix, pos, proj_pos, proj_w);
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*proj_w = *proj_w < 1.0f ? 1.0f : 1.0f / *proj_w;
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}
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extern void Actor_world_to_eye(ACTOR* actor, f32 eye_height) {
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/* Update position */
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actor->eye.position.x = actor->world.position.x;
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+1
-1
@@ -3,7 +3,7 @@
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#include "orderfloats/80643310_80643318.inc"
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void Skin_Matrix_PrjMulVector(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest) {
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void Skin_Matrix_PrjMulVector(MtxF* mf, xyz_t* src, xyz_t* xyzDest, f32* wDest) {
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xyzDest->x = mf->xw + ((src->x * mf->xx) + (src->y * mf->xy) + (src->z * mf->xz));
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xyzDest->y = mf->yw + ((src->x * mf->yx) + (src->y * mf->yy) + (src->z * mf->yz));
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xyzDest->z = mf->zw + ((src->x * mf->zx) + (src->y * mf->zy) + (src->z * mf->zz));
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