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Use more TRUNCF_BINANG for f32 -> s16 casts (#1503)
* TRUNCF_BINANG * brackets * extra cast
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@@ -1895,8 +1895,8 @@ void func_80124F18(s16* arg0, f32* arg1, s16 arg2, f32 arg3, f32 arg4) {
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}
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*arg1 = CLAMP(*arg1, -arg4, arg4);
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*arg0 += (s16)*arg1;
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if (((arg2 - *arg0) * (s16)*arg1) < 0) {
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*arg0 += TRUNCF_BINANG(*arg1);
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if (((arg2 - *arg0) * TRUNCF_BINANG(*arg1)) < 0) {
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*arg0 = arg2;
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}
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}
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@@ -2168,7 +2168,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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rotX = player->upperLimbRot.x;
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if ((player->transformation == PLAYER_FORM_DEKU) && (player->stateFlags3 & PLAYER_STATE3_40)) {
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if (player->heldActor != NULL) {
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rotX += (s16)(((EnArrow*)(player->heldActor))->bubble.unk_144 * -470.0f);
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rotX += TRUNCF_BINANG(((EnArrow*)(player->heldActor))->bubble.unk_144 * -470.0f);
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}
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}
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