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fix crash when fishing rod is cast and scene is reloaded (#2657)
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@ -22,6 +22,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play);
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void Fishing_UpdateOwner(Actor* thisx, PlayState* play);
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void Fishing_UpdateOwner(Actor* thisx, PlayState* play);
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void Fishing_DrawFish(Actor* thisx, PlayState* play);
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void Fishing_DrawFish(Actor* thisx, PlayState* play);
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void Fishing_DrawOwner(Actor* thisx, PlayState* play);
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void Fishing_DrawOwner(Actor* thisx, PlayState* play);
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void Fishing_Reset(void);
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typedef struct {
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typedef struct {
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/* 0x00 */ u8 unk_00;
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/* 0x00 */ u8 unk_00;
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@ -132,7 +133,7 @@ const ActorInit Fishing_InitVars = {
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(ActorFunc)Fishing_Destroy,
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(ActorFunc)Fishing_Destroy,
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(ActorFunc)Fishing_UpdateFish,
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(ActorFunc)Fishing_UpdateFish,
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(ActorFunc)Fishing_DrawFish,
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(ActorFunc)Fishing_DrawFish,
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NULL,
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(ActorResetFunc)Fishing_Reset,
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};
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};
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static f32 D_80B7A650 = 0.0f;
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static f32 D_80B7A650 = 0.0f;
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@ -5888,3 +5889,10 @@ void Fishing_DrawOwner(Actor* thisx, PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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void Fishing_Reset(void) {
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// Reset static variables for fishing camera and cinematic state to prevent crashing when dying
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// or re-entering the scene while the fishing rod was cast
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sCameraId = 0;
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D_80B7A6CC = 0;
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}
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