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@ -5,7 +5,7 @@ glabel D_800E48C8
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.section .text
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glabel render_drift_particle
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glabel render_player_drift_particles
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/* 0666B0 80065AB0 27BDFF40 */ addiu $sp, $sp, -0xc0
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/* 0666B4 80065AB4 AFA600C8 */ sw $a2, 0xc8($sp)
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/* 0666B8 80065AB8 00067400 */ sll $t6, $a2, 0x10
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@ -5068,7 +5068,7 @@ void func_800658A0(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) {
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#ifdef NON_MATCHING
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// Something about the handling of the prim/env colors is off,
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// its causing a huge diff. Can't figure out what's up.
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void render_drift_particle(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) {
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void render_player_drift_particles(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) {
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Vec3f spB4;
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Vec3s spAC;
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s32 var_s0;
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@ -5121,7 +5121,7 @@ void render_drift_particle(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) {
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}
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}
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#else
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GLOBAL_ASM("asm/non_matchings/code_80057C60/render_drift_particle.s")
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GLOBAL_ASM("asm/non_matchings/code_80057C60/render_player_drift_particles.s")
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#endif
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#ifndef NON_MATCHING
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@ -6613,10 +6613,10 @@ void func_8006D474(Player* player, s8 playerId, s8 screenId) {
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case DRIFT_PARTICLE:
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if (gActiveScreenMode == SCREEN_MODE_3P_4P_SPLITSCREEN) {
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if (screenId == playerId) {
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render_drift_particle(player, playerId, var_s2, screenId);
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render_player_drift_particles(player, playerId, var_s2, screenId);
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}
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} else {
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render_drift_particle(player, playerId, var_s2, screenId);
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render_player_drift_particles(player, playerId, var_s2, screenId);
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}
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break;
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case GROUND_PARTCLE:
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@ -192,7 +192,7 @@ void func_800651F4(Player*, s8, s8, s8);
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void func_800652D4(Vec3f, Vec3s, f32);
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void func_8006538C(Player*, s8, s16, s8);
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void func_800658A0(Player*, s8, s16, s8);
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void render_drift_particle(Player*, s8, s16, s8);
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void render_player_drift_particles(Player*, s8, s16, s8);
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void func_80065F0C(Player*, s8, s16, s8);
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void func_800664E0(Player*, s8, s16, s8);
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