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some cleanup of f_pc/f_op files (#2254)
* cleanup f_pc files * cleanup f_op files * fix a couple f_op_actor_mng functions * minor JSystem work
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@@ -2480,12 +2480,12 @@ static void action(npc_ne_class* i_this) {
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if (i_this->mDistToTarget > 700.0f && fopAcM_CheckCondition(_this, 4)
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&& player->speedF > 2.0f) {
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camera_class* camera = dComIfGp_getCamera(0);
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vec1.x = camera->mLookat.mEye.x - camera->mLookat.mCenter.x;
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vec1.z = camera->mLookat.mEye.z - camera->mLookat.mCenter.z;
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vec1.x = camera->lookat.eye.x - camera->lookat.center.x;
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vec1.z = camera->lookat.eye.z - camera->lookat.center.z;
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mDoMtx_YrotS(*calc_mtx, cM_atan2s(vec1.x, vec1.z));
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vec1.set(0.0f, -50.0f, 100.0f);
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MtxPosition(&vec1, &vec2);
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vec2 += camera->mLookat.mEye;
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vec2 += camera->lookat.eye;
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dBgS_ObjGndChk_Spl gnd_chk_spl;
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gnd_chk_spl.SetPos(&vec2);
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f32 cross = dComIfG_Bgsp().GroundCross(&gnd_chk_spl);
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@@ -3574,7 +3574,7 @@ extern actor_process_profile_definition g_profile_NPC_NE = {
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7,
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fpcPi_CURRENT_e,
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PROC_NPC_NE,
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&g_fpcLf_Method.mBase,
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&g_fpcLf_Method.base,
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sizeof(npc_ne_class),
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0,
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0,
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