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Cleanup various enums (#612)
* PR * Add SQ and GI enums Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
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+4
-3
@@ -4575,7 +4575,8 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
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}
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Matrix_SetCurrentState(&globalCtx->billboardMtxF);
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Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f, 1);
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Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f,
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MTXMODE_APPLY);
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sp74 = effectAlpha * 255.0f;
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@@ -4674,7 +4675,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
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for (i = 0; i < arg3; i++) {
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Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
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Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1);
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Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
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temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
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temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
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temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
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@@ -4685,7 +4686,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
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gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_0234F0);
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Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
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Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1);
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Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
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temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
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temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
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temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
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