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@@ -54,7 +54,7 @@ void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Ac
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rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
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if (carriedActor->id == ACTOR_PLAYER) {
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((Player*)carriedActor)->currentYaw += rotY;
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((Player*)carriedActor)->yaw += rotY;
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}
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carriedActor->shape.rot.y += rotY;
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@@ -224,7 +224,7 @@ void func_801229FC(Player* player) {
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s32 i;
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for (i = 0; i < D_801F59B0_LEN; i++) {
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D_801F59C8[i] += Rand_S16Offset(4, 23) + (s32)(fabsf(player->linearVelocity) * 50.0f);
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D_801F59C8[i] += Rand_S16Offset(4, 23) + (s32)(fabsf(player->speedXZ) * 50.0f);
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}
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}
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}
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@@ -716,7 +716,7 @@ s32 func_801235DC(PlayState* play, f32 arg1, s16 arg2) {
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if (player->stateFlags3 & PLAYER_STATE3_1000) {
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player->unk_B08 = arg1;
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player->unk_B0C += arg1 * 0.05f;
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player->currentYaw = arg2;
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player->yaw = arg2;
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player->actor.home.rot.y = arg2;
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player->actor.shape.rot.y = arg2;
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player->unk_B8C = 4;
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