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Misc FAKE fixes (#1783)
* CutsceneCamera_UpdateSplines fake match * CutsceneCamera_Init -1 splineIndex * Eye Point comment * func_80B781DC better fake * func_80B32F04 * ObjSwitch_Update * ObjSwitch_InitTrisCollider * ObjAqua_Init * EnTrt_ItemGiven * func_80C10E98 partly * EnTest7_WarpCsWarp this to 1 * EnTest6_InvertedSoTCutscene better fake * EnTest6_DrawAmmoDropRupee * EnPoSisters_MatchPlayerY * func_8095B76C * EnMinifrog_Init * func_80A5C0B8 * EnKnight_UpdateEffects * EnKnight_FlyingHeadAttack * EnKakasi_Init * EnInvadepoh_ModelInfo_GetNextFaceAnim * BgAstrBombwall_InitCollider like func_809CE068 * Player_UpdateInterface * Player_CsAction_TranslateReverse * DynaPoly_AddBgActorToLookup better fake * CutsceneManager_FindEntranceCsId * func_800AE930 better fake * Math3D_CylVsLineSeg better fake * MapDisp_InitBossRoomStorey * Play_Init * EnTimeTag_Diary_Wait better fake * Remove fake label from Player_SwordFromIA * Player_PostLimbDrawGameplay partly * EffectBlure_AddVertex prev temp * Player_PostLimbDrawGameplay attempt 2 * AudioMgr_StopAllSfxExceptSystem * Camera_Normal0 * Camera_Jump2 * Camera_Normal3 * PR review
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+7
-10
@@ -659,17 +659,14 @@ void MapDisp_InitBossRoomStorey(PlayState* play) {
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s32 i;
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for (i = 0; i < transitionActors->count; i++) {
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if (MapDisp_IsBossDoor(sTransitionActors[i].params)) {
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if (ABS_ALT(sTransitionActors[i].id) != ACTOR_EN_HOLL) {
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for (storey = 0; storey < sMapDisp.numStoreys; storey++) {
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//! FAKE: needed for matching
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s32 temp = (sMapDisp.storeyYList[storey] - 5);
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TransitionActorEntry* entry = &sTransitionActors[i];
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if (((storey == sMapDisp.numStoreys - 1) &&
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(sTransitionActors[i].pos.y >= (sMapDisp.storeyYList[storey] - 5))) ||
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((storey != sMapDisp.numStoreys - 1) &&
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(sTransitionActors[i].pos.y >= (sMapDisp.storeyYList[storey] - 5)) &&
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(sTransitionActors[i].pos.y < (sMapDisp.storeyYList[storey + 1] - 5)))) {
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if (MapDisp_IsBossDoor(entry->params)) {
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if (ABS_ALT(entry->id) != ACTOR_EN_HOLL) {
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for (storey = 0; storey < sMapDisp.numStoreys; storey++) {
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if (((storey == sMapDisp.numStoreys - 1) && (entry->pos.y >= (sMapDisp.storeyYList[storey] - 5))) ||
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((storey != sMapDisp.numStoreys - 1) && (entry->pos.y >= (sMapDisp.storeyYList[storey] - 5)) &&
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(entry->pos.y < (sMapDisp.storeyYList[storey + 1] - 5)))) {
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sMapDisp.bossRoomStorey = storey;
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return;
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}
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