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func_80AB29F8 OK
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@ -77,7 +77,27 @@ extern UNK_TYPE D_0600D8E8;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Tokeidai/func_80AB28C8.s")
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Tokeidai/func_80AB29F8.s")
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void func_80AB29F8(ObjTokeidai* this, GlobalContext* globalCtx) {
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this->actor.draw = func_80AB4394;
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func_80AB2834(this);
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if ((globalCtx->sceneNum == SCENE_CLOCKTOWER && gSaveContext.sceneSetupIndex == 2 &&
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globalCtx->csCtx.unk_12 == 0) ||
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(globalCtx->sceneNum == SCENE_00KEIKOKU && gSaveContext.sceneSetupIndex == 2 && globalCtx->csCtx.unk_12 == 0)) {
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func_80AB3BB0(this);
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} else if ((gSaveContext.day % 5 == 3 && gSaveContext.time < CLOCK_TIME(6, 0)) || gSaveContext.day % 5 >= 4) {
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this->actor.world.pos.y += (this->actor.scale.y * 5191.0f) - 50.0f;
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this->actor.world.pos.x += Math_SinS(this->actor.world.rot.y) * this->actor.scale.z * 1791.0f;
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this->actor.world.pos.z += -Math_CosS(this->actor.world.rot.y) * this->actor.scale.z * 1791.0f;
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this->unk_162 = -0x140;
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this->actor.shape.rot.x = -0x4000;
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this->actor.home.pos = this->actor.world.pos;
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this->actor.home.pos.y -= 1178.0f;
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this->actor.home.pos.z += 13.0f;
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this->actionFunc = func_80AB34CC;
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} else {
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this->actionFunc = func_80AB3ED0;
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}
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}
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void func_80AB2BBC(ObjTokeidai* this, GlobalContext* globalCtx) {
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s32 type;
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