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still nothing yet
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@ -613,9 +613,18 @@ void func_80B0D878(EnSw* this, GlobalContext* globalCtx) {
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x = (this->unk_364.x * 10.0f);
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x = (this->unk_364.x * 10.0f);
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y = (this->unk_364.y * 10.0f);
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y = (this->unk_364.y * 10.0f);
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z = (this->unk_364.z * 10.0f);
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z = (this->unk_364.z * 10.0f);
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temp_v0 =
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if (!(gSaveContext.n64ddFlag)) {
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_SI, this->actor.world.pos.x + x,
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temp_v0 = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_SI,
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this->actor.world.pos.y + y, this->actor.world.pos.z + z, 0, 0, 0, this->actor.params);
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this->actor.world.pos.x + x, this->actor.world.pos.y + y,
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this->actor.world.pos.z + z, 0, 0, 0, this->actor.params);
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} else {
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s32 getItemId = GI_NONE;
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getItemId = GetRandomizedItemId(getItemId, this->actor.id, this->actor.params, globalCtx->sceneNum);
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temp_v0 = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, getItemId,
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this->actor.world.pos.x + x, this->actor.world.pos.y + y,
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this->actor.world.pos.z + z, 0, 0, 0, this->actor.params);
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}
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if (temp_v0 != NULL) {
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if (temp_v0 != NULL) {
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temp_v0->parent = NULL;
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temp_v0->parent = NULL;
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}
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}
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