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d_a_obj_cboard / finish f_op_actor / rels cleanup (#268)
* d_a_obj_cboard / finish f_op_actor / clean up some rel files * rename some actor vars / remove asm * progress
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@@ -446,11 +446,11 @@ fopAc_ac_c* cc_at_check(fopAc_ac_c* p_enemy, dCcU_AtInfo* p_info) {
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p_info->mpActor = at_power_check(p_info);
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if (p_info->mpActor != NULL) {
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cXyz tmp = p_info->mpActor->mSpeed;
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cXyz tmp = p_info->mpActor->speed;
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tmp.y = 0.0f;
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if (tmp.abs() > 100.0f) {
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f32 x = p_info->mpActor->mSpeed.x;
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f32 z = p_info->mpActor->mSpeed.z;
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f32 x = p_info->mpActor->speed.x;
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f32 z = p_info->mpActor->speed.z;
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p_info->mHitDirection = cM_atan2s(-x, -z) + (s16)cM_rndFX(4000.0f);
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} else {
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if (fopAcM_GetName(p_info->mpActor) == PROC_BOOMERANG) {
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