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fix symbol collision #207
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@ -32,7 +32,7 @@ void BgBowlWall_SpawnBullseyes(BgBowlWall* pthis, GlobalContext* globalCtx);
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void BgBowlWall_WaitForHit(BgBowlWall* pthis, GlobalContext* globalCtx);
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void BgBowlWall_FallDoEffects(BgBowlWall* pthis, GlobalContext* globalCtx);
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void BgBowlWall_FinishFall(BgBowlWall* pthis, GlobalContext* globalCtx);
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void BgBowlWall_Reset(BgBowlWall* pthis, GlobalContext* globalCtx);
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void BgBowlWall_FinishReset(BgBowlWall* pthis, GlobalContext* globalCtx);
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ActorInit Bg_Bowl_Wall_InitVars = {
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ACTOR_BG_BOWL_WALL,
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@ -183,11 +183,11 @@ void BgBowlWall_FinishFall(BgBowlWall* pthis, GlobalContext* globalCtx) {
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pthis->dyna.actor.world.rot.x = pthis->dyna.actor.shape.rot.x = 0;
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pthis->dyna.actor.world.pos.y = pthis->initPos.y - 450.0f;
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pthis->chuGirl->wallStatus[pthis->dyna.actor.params] = 2;
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pthis->actionFunc = BgBowlWall_Reset;
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pthis->actionFunc = BgBowlWall_FinishReset;
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}
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}
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void BgBowlWall_Reset(BgBowlWall* pthis, GlobalContext* globalCtx) {
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void BgBowlWall_FinishReset(BgBowlWall* pthis, GlobalContext* globalCtx) {
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if (pthis->chuGirl->wallStatus[pthis->dyna.actor.params] != 2) {
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Math_ApproachF(&pthis->dyna.actor.world.pos.y, pthis->initPos.y, 0.3f, 50.0f);
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if (fabsf(pthis->dyna.actor.world.pos.y - pthis->initPos.y) <= 10.0f) {
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