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Matches in 80281fa0, render_courses, and create defines for sound cues. (#276)
* Matches, add permute, and add notice to quick runners * 80281fa0 matches, render_courses, and create defines for audio * Renamed 80281fa0.h, func naming, and deleted data_121DA0 * Added clang format * Matched load_surface_map * Match func in memory.c
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+4
-3
@@ -15,6 +15,7 @@
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#include "code_80005FD0.h"
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#include "code_80071F00.h"
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#include "code_8008C1D0.h"
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#include <sounds.h>
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s32 D_802BA050;
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s32 D_802BA054;
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@@ -858,7 +859,7 @@ void func_80298D7C(Camera *camera, Mat4 arg1, struct Actor *actor) {
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Vec3s sp88 = { 0, 0, 0 };
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s32 test;
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if (gGamestate == 9) {
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if (gGamestate == CREDITS_SEQUENCE) {
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var_f22 = 9000000.0f;
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} else {
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var_f22 = 1000000.0f;
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@@ -2142,7 +2143,7 @@ void place_segment_06(struct ActorSpawnData *arg0) {
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}
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temp_s0 = &gActorList[func_8029EC88(position, rotation, velocity, actorType)];
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if (gGamestate == 9) {
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if (gGamestate == CREDITS_SEQUENCE) {
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func_802976D8(temp_s0->rot);
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} else {
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func_802ADDC8(&temp_s0->unk30, 5.0f, temp_s0->pos[0], temp_s0->pos[1], temp_s0->pos[2]);
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@@ -3322,7 +3323,7 @@ void func_802A0450(Player *player, struct Actor *actor) {
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case ACTOR_FALLING_ROCK:
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if (!(player->unk_0BC & 0x80000000) && !(player->unk_000 & 0x100)) {
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if (func_8029FB80(player, actor) == 1) {
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func_800C98B8(actor->pos, actor->velocity, 0x19009005U);
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func_800C98B8(actor->pos, actor->velocity, SOUND_ACTION_EXPLOSION);
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if ((gModeSelection == TIME_TRIALS) && !(player->unk_000 & 0x1000)) {
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D_80162DF8 = 1;
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}
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