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volvagia interpolation fix (#1203)
Co-authored-by: briaguya <briaguya@alice>
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@ -1876,8 +1876,6 @@ void BossFd_DrawBody(GlobalContext* globalCtx, BossFd* this) {
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Matrix_Push();
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for (i = 0; i < 18; i++, tempMat++) {
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FrameInterpolation_RecordOpenChild(tempMat, i);
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segIndex = (this->work[BFD_LEAD_BODY_SEG] + sBodyIndex[i + 1]) % 100;
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Matrix_Translate(this->bodySegsPos[segIndex].x, this->bodySegsPos[segIndex].y, this->bodySegsPos[segIndex].z,
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MTXMODE_NEW);
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@ -1903,6 +1901,8 @@ void BossFd_DrawBody(GlobalContext* globalCtx, BossFd* this) {
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f32 padD8;
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if (this->bodyFallApart[i] < 2) {
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FrameInterpolation_RecordOpenChild(tempMat, i);
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f32 spD4 = 0.1f;
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temp_float = 0.1f;
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@ -1935,13 +1935,13 @@ void BossFd_DrawBody(GlobalContext* globalCtx, BossFd* this) {
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bones->actor.scale.y = this->actor.scale.y * spD4;
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bones->actor.scale.z = this->actor.scale.z * 0.1f;
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}
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FrameInterpolation_RecordCloseChild();
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}
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}
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if (i > 0) {
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Collider_UpdateSpheres(i + 1, &this->collider);
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}
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FrameInterpolation_RecordCloseChild();
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}
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Matrix_Pop();
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osSyncPrintf("BH\n");
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