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Reset var for shadow boss key room spike walls (#860)
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@ -228,8 +228,8 @@ void func_8087FFC0(BgHakaTrap* this, GlobalContext* globalCtx) {
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this->colliderCylinder.dim.pos.z = this->dyna.actor.world.pos.z + sp28.x * sine + sp28.z * cosine;
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this->colliderCylinder.dim.pos.z = this->dyna.actor.world.pos.z + sp28.x * sine + sp28.z * cosine;
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}
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}
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static UNK_TYPE D_80881018 = 0;
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void func_808801B8(BgHakaTrap* this, GlobalContext* globalCtx) {
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void func_808801B8(BgHakaTrap* this, GlobalContext* globalCtx) {
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static UNK_TYPE D_80881018 = 0;
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Player* player = GET_PLAYER(globalCtx);
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Player* player = GET_PLAYER(globalCtx);
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if ((D_80880F30 == 0) && (!Player_InCsMode(globalCtx))) {
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if ((D_80880F30 == 0) && (!Player_InCsMode(globalCtx))) {
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@ -553,4 +553,5 @@ void BgHakaTrap_Draw(Actor* thisx, GlobalContext* globalCtx) {
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void BgHakaTrap_Reset(void) {
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void BgHakaTrap_Reset(void) {
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D_80880F30 = 0;
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D_80880F30 = 0;
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D_80881014 = 0;
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D_80881014 = 0;
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D_80881018 = 0;
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}
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}
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