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Remove some unnecessary camera casts
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@@ -1296,7 +1296,7 @@ static void wind_set(bdk_class* i_this, cXyz* param2) {
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}
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}
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}
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camera = static_cast<camera_process_class*>(dComIfGp_getCamera(0));
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camera = (camera_process_class*)dComIfGp_getCamera(0);
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vec2 = actor->eyePos - camera->mLookat.mEye;
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wind_se_pos = actor->eyePos + (camera->mLookat.mEye - actor->eyePos) * 0.8f;
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mDoAud_seStart(JA_SE_CM_DK_WIND, &wind_se_pos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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@@ -2073,7 +2073,7 @@ void action_bunri_dousa(bpw_class* i_this) {
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f32 f2;
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daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
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camera_process_class* camera = (camera_process_class*)dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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switch (i_this->mActionState) {
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case ACTION_STATE_SEPARATE_BUNRI_DOUSA_INIT: {
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for (s32 i = 0; i < 10; i++) {
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@@ -775,7 +775,7 @@ static void new_himo2_move(himo2_class* i_this) {
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player_actor = dComIfGp_getPlayer(0);
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player = (daPy_py_c*)player_actor;
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camera = (camera_process_class*)dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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cXyz sp100 = i_this->m02EC[0];
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cXyz spF4 = i_this->m02EC[1]; // unused
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cXyz spE8; // unused
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@@ -875,7 +875,7 @@ static void new_himo2_move(himo2_class* i_this) {
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i_this->m029E = 0;
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i_this->m02A0 = REG0_S(9) + 10;
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i_this->m02A2 = 3;
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camera2 = (camera_process_class*)dComIfGp_getCamera(0);
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camera2 = dComIfGp_getCamera(0);
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f28 = i_this->m2524.x - camera2->mLookat.mEye.x;
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f27 = i_this->m2524.y - camera2->mLookat.mEye.y;
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f26_3 = i_this->m2524.z - camera2->mLookat.mEye.z;
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@@ -2775,7 +2775,7 @@ static void carry_drop(mo2_class* i_this) {
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static void e3_demo(mo2_class* i_this) {
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fopAc_ac_c* actor = &i_this->actor;
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daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
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camera_process_class* camera = (camera_process_class*)dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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i_this->m05B4 = 5;
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i_this->mDamageReaction.m4D0 = fopAcM_searchPlayerAngleY(actor);
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