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More demo work, cleanup
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@@ -250,16 +250,17 @@ void hand_move(shand_class* i_this) {
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case 1:
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if((fopAcM_GetParam(actor) & 0xFF) != 1){
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dBgS_GndChk local_ac;
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float chk_pos_x = actor->current.pos.x, chk_pos_y = actor->current.pos.y, chk_pos_z = actor->current.pos.z;
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chk_pos_y -= 100.0f;
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local_ac.GetPointP()->set(chk_pos_x, chk_pos_y, chk_pos_z);
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Vec chk_pos;
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chk_pos = actor->current.pos;
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chk_pos.y -= 100.0f;
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local_ac.SetPos(&chk_pos);
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i_this->ground_y = dComIfG_Bgsp()->GroundCross(&local_ac);
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dBgS_ObjGndChk_Spl local_100;
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chk_pos_x = actor->current.pos.x, chk_pos_y = actor->current.pos.y, chk_pos_z = actor->current.pos.z;
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chk_pos_y += 200.0f;
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local_100.GetPointP()->set(chk_pos_x, chk_pos_y, chk_pos_z);
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float spl_ground_y = dComIfG_Bgsp()->GroundCross(&local_100) + 10.0f;
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chk_pos = actor->current.pos;
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chk_pos.y += 200.0f;
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local_100.SetPos(&chk_pos);
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f32 spl_ground_y = dComIfG_Bgsp()->GroundCross(&local_100) + 10.0f;
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if(spl_ground_y != -G_CM3D_F_INF){
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i_this->ground_y = spl_ground_y;
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}
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