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zl1 cleanup, inline cleanup
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@@ -1004,7 +1004,7 @@ static void beam_attack(bst_class* i_this) {
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}
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break;
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}
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f32 dist = fopAcM_searchActorDistance(actor, dComIfGp_getPlayer(0));
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f32 dist = fopAcM_searchPlayerDistance(actor);
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if (dist < REG0_F(9) + 500.0f || bVar3) {
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i_this->mRoomState = 8;
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i_this->mActionType = bst_class::ACTION_FLY_e;
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@@ -1486,7 +1486,7 @@ static void damage_check(bst_class* i_this) {
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scale.x = scale.y = scale.z = 2.0f;
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csXyz angle;
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angle.x = angle.z = 0;
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angle.y = fopAcM_searchActorAngleY(actor, dComIfGp_getPlayer(0));
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angle.y = fopAcM_searchPlayerAngleY(actor);
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dComIfGp_particle_set(dPa_name::ID_AK_JN_OK, hit_pos, &angle, &scale);
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dKy_SordFlush_set(*hit_pos, 1);
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}
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@@ -1516,7 +1516,7 @@ static void damage_check(bst_class* i_this) {
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scale.x = 2.0f;
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csXyz angle;
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angle.x = angle.z = 0;
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angle.y = fopAcM_searchActorAngleY(actor, dComIfGp_getPlayer(0));
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angle.y = fopAcM_searchPlayerAngleY(actor);
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dComIfGp_particle_set(dPa_name::ID_AK_JN_OK, hit_pos, &angle, &scale);
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dKy_SordFlush_set(*hit_pos, 1);
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i_this->mActionType = bst_class::ACTION_DAMAGE_e;
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