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dComIfG_Ccsp_SetMass
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@@ -2134,9 +2134,7 @@ static fopAc_ac_c* yari_hit_check(bk_class* i_this) {
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i_this->m1040.MoveCAt(i_this->m11A8);
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dComIfG_Ccsp()->Set(&i_this->m1040);
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if (i_this->m02D5 != 0) {
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// Using the dComIfG_Ccsp inline here breaks the match.
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// dComIfG_Ccsp()->SetMass(&i_this->m1040, 3);
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dComIfG_Ccsp()->mMass_Mng.Set(&i_this->m1040, 3);
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dComIfG_Ccsp_SetMass(&i_this->m1040, 3);
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}
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if (i_this->m1040.ChkAtHit()) {
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i_this->m0B78 = 5;
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@@ -3334,9 +3332,7 @@ static void Bk_move(bk_class* i_this) {
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i_this->m1040.OffAtVsPlayerBit();
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i_this->m1040.SetAtSpl(dCcG_At_Spl_UNK1);
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dComIfG_Ccsp()->Set(&i_this->m1040);
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// Using the dComIfG_Ccsp inline here breaks the match.
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// dComIfG_Ccsp()->SetMass(&i_this->m1040, 3);
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dComIfG_Ccsp()->mMass_Mng.Set(&i_this->m1040, 3);
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dComIfG_Ccsp_SetMass(&i_this->m1040, 3);
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if (i_this->m1040.ChkAtHit() && actor->speed.y < -50.0f) {
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actor->speed.y = 0.0f;
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@@ -4422,9 +4418,7 @@ static BOOL daBk_Execute(bk_class* i_this) {
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MtxPosition(&sp58, &sp4C);
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i_this->m0B88.SetC(sp4C);
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dComIfG_Ccsp()->Set(&i_this->m0B88);
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// Using the inline breaks the match.
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// dComIfG_Ccsp()->SetMass(&i_this->m0B88, 3);
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dComIfG_Ccsp()->mMass_Mng.Set(&i_this->m0B88, 3);
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dComIfG_Ccsp_SetMass(&i_this->m0B88, 3);
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cXyz sp40 = i_this->m116C;
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cXyz sp34 = i_this->current.pos;
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