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.text
.align 4
.set sp, 1
.extern returnFromGPSFASixth
.extern daEnItem_c__GetWhetherPlayerCanGetPowerupOrNot
.extern dAcPy_c__ChangePowerupWithAnimation
.extern PlayPlayerSound
.extern CreateActor
.extern PlayerProjectileShooting
.extern Actor_SearchByName
.extern SomeTable_802F5440
.extern SomeTable_802F5580
.extern SomeTable_802F56C0
.extern BlahTable
.extern continuePlumberSetPowerupTexture
.extern doneSettingThePowerupTexture
.extern doneSettingThePowerupTexture2
.extern returnFromPowerupSoundChange
#ifndef __MWERKS__
.set r0,0; .set r1,1; .set r2,2; .set r3,3; .set r4,4
.set r5,5; .set r6,6; .set r7,7; .set r8,8; .set r9,9
.set r10,10; .set r11,11; .set r12,12; .set r13,13; .set r14,14
.set r15,15; .set r16,16; .set r17,17; .set r18,18; .set r19,19
.set r20,20; .set r21,21; .set r22,22; .set r23,23; .set r24,24
.set r25,25; .set r26,26; .set r27,27; .set r28,28; .set r29,29
.set r30,30; .set r31,31; .set f0,0; .set f2,2; .set f3,3
.set f1,1; .set f30,30; .set f31,31
#endif
.global DisableHatForHammer
DisableHatForHammer:
lwz r0, 0x17C(r31)
clrlwi. r0, r0, 31
beq DontDrawTheFuckingHat_
lbz r0, 0x152(r31)
cmpwi r0, 7
beq DontDrawTheFuckingHat_
b DrawTheFuckingHat
DontDrawTheFuckingHat_:
b DontDrawTheFuckingHat # this is a hack to avoid implementing R_PPC_REL14
.extern DontDrawTheFuckingHat
.extern DrawTheFuckingHat
.global GetInfoFromDumbTable
GetInfoFromDumbTable:
lis r3, SomeTable@h
ori r3, r3, SomeTable@l
slwi r4, r4, 2
slwi r0, r5, 6
lwzx r3, r3, r4
add r3, r3, r0
blr
.global FukidashiFix
FukidashiFix:
lis r7, ZeroFloat@h
ori r7, r7, ZeroFloat@l
lis r8, FukidashiTable2@h
ori r8, r8, FukidashiTable2@l
mulli r6, r4, 0x20
slwi r0, r5, 2
add r0, r0, r6
lfs f0, 0(r7)
lfsx f1, r8, r0
stfs f0, 0x1DC(r3)
stfs f1, 0x1E0(r3)
stfs f0, 0x1E4(r3)
blr
.global PlayerGetHeight
PlayerGetHeight:
lwz r0, 0x14D4(r3)
lwz r4, 0x1090(r3)
slwi r4, r4, 3
cmpwi r0, 0
beq useNormal
cmpwi r0, 1
bne useDucking
useNormal:
lis r3, PlayerHeightsNormal@h
ori r3, r3, PlayerHeightsNormal@l
b gotOffset
useDucking:
lis r3, PlayerHeightsDucking@h
ori r3, r3, PlayerHeightsDucking@l
gotOffset:
lfsx f1, r3, r4
blr
.global WtfEver
WtfEver:
lis r3, WtfEverTable@h
ori r3, r3, WtfEverTable@l
lfsx f0, r3, r0
blr
.global YetAnother
YetAnother:
lis r3, YetAnotherTable@h
ori r3, r3, YetAnotherTable@l
lfsx f0, r3, r0
blr
.global GetWeirdScaleTable
GetWeirdScaleTable:
lis r5, WeirdScaleTable@h
ori r5, r5, WeirdScaleTable@l
lfsx f1, r5, r0
blr
.global GetAsdfTable
GetAsdfTable:
extsb r0, r4
cmpwi r0, -1
bne dontGetThisOne
lwz r0, 0x1090(r3)
extsb r4, r0
dontGetThisOne:
extsb r0, r4
lis r3, AsdfTable@h
ori r3, r3, AsdfTable@l
lbzx r3, r3, r0
blr
.global GetBlahTableOffset
GetBlahTableOffset:
lis r5, BlahTableOffsets@h
ori r5, r5, BlahTableOffsets@l
lwzx r30, r5, r4
blr
.global DealWithBlahTable
DealWithBlahTable:
lis r5, BlahTableOffsets@h
ori r5, r5, BlahTableOffsets@l
# points to BlahTable
lis r4, BlahTable@h
ori r4, r4, BlahTable@l
# get blahtableoffset entry based on powerup
lwz r0, 0x1090(r3)
slwi r0, r0, 2
lwzx r0, r5, r0
# now get the entry from the blahtable
slwi r0, r0, 2
lwzx r4, r4, r0
# do shit here
lfs f3, 0(r4)
stfs f3, 0x14E4(r3)
stfs f3, 0x164(r3)
lfs f1, 0x2A70(r3)
lfs f0, 0x2A74(r3)
lfs f2, 4(r4)
fadds f1, f2, f1
fadds f0, f0, f1
stfs f0, 0x14E8(r3)
stfs f0, 0x168(r3)
lfs f0, 0x8(r4)
lfs f1, 0xC(r4)
stfs f0, 0x16C(r3)
stfs f1, 0x170(r3)
# hope I did this right
blr
.global GetPowerupScaleFloatAddr_r6_trash_r0_valshl2_r4_dest
GetPowerupScaleFloatAddr_r6_trash_r0_valshl2_r4_dest:
lis r6, PowerupScaleFloats@h
ori r6, r6, PowerupScaleFloats@l
add r4, r6, r0
blr
.global GetPowerupScaleFloatAddr_r6_trash_r0_valshl2_r3_dest
GetPowerupScaleFloatAddr_r6_trash_r0_valshl2_r3_dest:
lis r6, PowerupScaleFloats@h
ori r6, r6, PowerupScaleFloats@l
add r3, r6, r0
blr
.global GetPowerupScaleFloatAddr_r8_trash_r0_valshl2_r7_dest
GetPowerupScaleFloatAddr_r8_trash_r0_valshl2_r7_dest:
lis r8, PowerupScaleFloats@h
ori r8, r8, PowerupScaleFloats@l
add r7, r8, r0
blr
.global GetPowerupScaleFloatAddr_fixForSixth
GetPowerupScaleFloatAddr_fixForSixth:
lis r5, PowerupScaleFloats@h
ori r5, r5, PowerupScaleFloats@l
add r4, r5, r4
b returnFromGPSFASixth
.global PlumberSetPowerupFix
PlumberSetPowerupFix:
lbz r0, 0x152(r31) # get powerup id
cmpwi r0, 2
beq doFireTex
cmpwi r0, 6
beq doIceTex
cmpwi r0, 7
beq doHammerTex
li r4, 0
b gotTexID
doFireTex:
li r4, 1
b gotTexID
doIceTex:
li r4, 2
b gotTexID
doHammerTex:
li r4, 3
gotTexID:
lwz r12, 0(r31)
mr r3, r31
lwz r12, 0x34(r12)
mtctr r12
bctrl
b doneSettingThePowerupTexture
.global PlumberSetPowerupFix2
PlumberSetPowerupFix2:
cmpwi r31, 2
beq doFireTex2
cmpwi r31, 6
beq doIceTex2
cmpwi r31, 7
beq doHammerTex2
li r4, 0
b gotTexID2
doFireTex2:
li r4, 1
b gotTexID2
doIceTex2:
li r4, 2
b gotTexID2
doHammerTex2:
li r4, 3
gotTexID2:
lwz r3, 0x2A64(r30)
lwz r12, 0(r3)
lwz r12, 0x34(r12)
mtctr r12
bctrl
b doneSettingThePowerupTexture2
.global PlumberSetPowerupTextureFix
PlumberSetPowerupTextureFix:
stb r4, 0x153(r3)
lis r5, PowerupTextures@h
ori r5, r5, PowerupTextures@l
slwi r4, r4, 2
lfsx f31, r5, r4
b continuePlumberSetPowerupTexture
.global SetHammerToEnItemDCA
SetHammerToEnItemDCA:
bl daEnItem_c__GetWhetherPlayerCanGetPowerupOrNot
cmpwi r3, 1
bne DontSetHammer
li r0, 5
sth r0, 0xDCA(r31)
DontSetHammer:
lwz r0, 0x14(sp)
lwz r31, 0xC(sp)
mtlr r0
addi sp, sp, 0x10
blr
.global SetHammerToEnItemDCASpecial
SetHammerToEnItemDCASpecial:
cmplwi r4, 0x19
b _not19
li r0, 0xD
sth r0, 0xDCA(r3)
_not19:
cmplwi r4, 6
bnelr
li r0, 5
sth r0, 0xDCA(r3)
blr
#.global EnItem_BindAnimation_Fix
#EnItem_BindAnimation_Fix:
# lhz r0, 0xDCA(r3)
# cmpwi r0, 5
# beqlr
# stwu sp, -0x20(sp)
# b EnItem_BindAnimation_Continued
.global FixPowerupSound
FixPowerupSound:
#lis r3, DBString@h
#ori r3, r3, DBString@l
#lwz r4, 0x1090(r29)
#crclr 4*cr1+eq
#bl OSReport
lwz r5, 0x14DC(r29) # Original powerup
lwz r0, 0x1090(r29) # New powerup
# if NEW is 1 (big) and OLD is not 0 or 3, then play 273 (powerdown)
cmpwi r0, 1
bne dontConsiderPowerdown
cmpwi r5, 0
beq dontConsiderPowerdown
cmpwi r5, 3
beq dontConsiderPowerdown
# If the player is here, he was downgraded from a higher powerup to Big Mario
# So play the powerdown sound
mr r3, r29
li r4, 273
li r5, 0
b returnFromPowerupSoundChange
dontConsiderPowerdown:
lis r3, PowerupSounds@h
ori r3, r3, PowerupSounds@l
slwi r4, r0, 2
lwzx r4, r3, r4
mr r3, r29
li r5, 0
b returnFromPowerupSoundChange
.global WeirdAnimLoadHack
WeirdAnimLoadHack:
cmplwi r4, 5 #hammersuit
beqlr
cmplwi r4, 6 #1up
beqlr
# neither of those succeeded
crclr 4*cr0+eq
blr
.global TryToGiveMarioHammerSuit
TryToGiveMarioHammerSuit:
stwu sp, -0x10(sp)
mflr r0
stw r0, 0x14(sp)
# check the obtained item number
cmplwi r3, 5
bne IsntGettingHammerSuit
# check the current player powerup
cmplwi r4, 7
bne DontHaveHammerSuit
li r28, 0
li r29, 2
b ReturnFromTTGMHS
DontHaveHammerSuit:
mr r3, r30
li r4, 7
bl dAcPy_c__ChangePowerupWithAnimation
cmpwi r3, 0
beq ReturnFromTTGMHS
li r29, 1
IsntGettingHammerSuit:
ReturnFromTTGMHS:
# end of function
lwz r0, 0x14(sp)
mtlr r0
addi sp, sp, 0x10
# leftover instruction from what we replaced to add the bl
cmpwi r29, 0
blr
.global ThrowHammer
ThrowHammer:
# continues on from PlayerProjectileShooting
# get powerup
lwz r3, 0x1090(r30)
cmplwi r3, 7
bne ReturnFromThrowHammer
mr r3, r30
li r4, 498
li r5, 0
bl PlayPlayerSound
li r3, 0x73 # Hammer
li r4, 0 # Settings
addi r5, sp, 0x2C # Position
li r6, 0 # Rotation
lbz r7, 0x38F(r30) # Layer
bl CreateActor
# Store player ID
lwz r4, 0(r30)
stw r4, 0x450(r3)
# store player number, but add 0x100 to differentiate it from 0
lbz r4, 0x38D(r30)
addi r4, r4, 0x100
stw r4, 0x458(r3)
# Fix scale
lis r4, OneFloat@h
ori r4, r4, OneFloat@l
lfs f0, 0(r4)
stfs f0, 0xDC(r3)
stfs f0, 0xE0(r3)
stfs f0, 0xE4(r3)
mr r4, r30
lwz r12, 0x60(r3)
lwz r12, 0x8C(r12)
mtctr r12
bctrl
ReturnFromThrowHammer:
lwz r0, 0xC4(sp)
psq_l f31, 0xB8(sp), 1, 0
lfd f31, 0xB0(sp)
psq_l f30, 0xA8(sp), 1, 0
lfd f30, 0xA0(sp)
lwz r31, 0x9C(sp)
lwz r30, 0x98(sp)
mtlr r0
addi sp, sp, 0xC0
blr
.global MoreProjectileStuff_Fix
MoreProjectileStuff_Fix:
lwz r3, 0x1090(r31)
cmplwi r3, 7
bne ReturnFromMPSFix
mr r3, r31
li r4, 1
bl PlayerProjectileShooting
ReturnFromMPSFix:
lwz r0, 0x14(sp)
lwz r31, 0xC(sp)
mtlr r0
addi sp, sp, 0x10
blr
.global ProjectileShootCheck_Fix
ProjectileShootCheck_Fix:
lwz r3, 0x1090(r31)
cmplwi r3, 7
bne Return0fromPSCFix
lbz r3, 0x38D(r31)
li r4, 0
extsb r3, r3
bl CheckHammerLimit
cmpwi r3, 0
beq Return0fromPSCFix
b Return1fromPSCFix
Return0fromPSCFix:
li r3, 0
b ReturnFromPSCFix
Return1fromPSCFix:
li r3, 1
ReturnFromPSCFix:
lwz r0, 0x14(sp)
lwz r31, 0xC(sp)
mtlr r0
addi sp, sp, 0x10
blr
.global CheckHammerLimit
CheckHammerLimit:
stwu sp, -0x10(sp)
mflr r0
stw r0, 0x14(sp)
stw r31, 0xC(sp)
stw r30, 0x8(sp)
# r30 = player number
mr r30, r3
addi r30, r30, 0x100
# r31 = hammer count so far
li r31, 0
# search for every Hammer
li r3, 0
b startOrContinueLoop
loop:
lwz r4, 0x458(r3)
cmpw r4, r30
bne startOrContinueLoop
addi r31, r31, 1
startOrContinueLoop:
mr r4, r3
li r3, 0x73
bl Actor_SearchByName
cmpwi r3, 0
bne loop
# now if the current count is >= 2, return 0
# otherwise return 1
cmpwi r31, 2
bge tooManyHammers
li r3, 1
b gotHammerStatus
tooManyHammers:
li r3, 0
gotHammerStatus:
lwz r0, 0x14(sp)
lwz r31, 0xC(sp)
lwz r30, 0x8(sp)
mtlr r0
addi sp, sp, 0x10
blr
.extern continueToadPowerupSet
.global ToadPowerupFix
ToadPowerupFix:
cmpwi r4, 3
beq isHammerForToad
lis r8, PowerupTextures@h
ori r8, r8, PowerupTextures@l
slwi r9, r4, 2
lfsx f1, r8, r9
fadds f31, f31, f1
b continueToadPowerupSet
isHammerForToad:
lis r8, ToadTextures@h
ori r8, r8, ToadTextures@l
slwi r9, r0, 2
lfsx f31, r8, r9
b continueToadPowerupSet
.global CheckExistingPowerup
CheckExistingPowerup:
lwz r3, 0x14E0(r3)
blr
.global AcPyCtorHS
AcPyCtorHS:
stwu r1, -0x10(r1)
mflr r0
stw r0, 0x14(r1)
stw r31, 0xC(r1)
mr r31, r3
bl build__21dHammerSuitRenderer_cFv
stw r3, 0x2D08(r31)
mr r3, r31
lwz r31, 0xC(r1)
lwz r0, 0x14(r1)
mtlr r0
addi r1, r1, 0x10
blr
.global AcPyDtorHS
AcPyDtorHS:
stwu r1, -0x10(r1)
mflr r0
stw r0, 0x14(r1)
stw r31, 0xC(r1)
stw r30, 8(r1)
mr r31, r4
mr r30, r3
cmpwi r3, 0
beq oops2
lwz r3, 0x2D08(r30)
li r4, 1
bl __dt__21dHammerSuitRenderer_cFv
oops2:
mr r3, r30
mr r4, r31
bl RealAcPyDtor
lwz r30, 8(r1)
lwz r31, 0xC(r1)
lwz r0, 0x14(r1)
mtlr r0
addi r1, r1, 0x10
blr
.global AcPySetMeUpHS
AcPySetMeUpHS:
# partway in: r31 = this
lwz r3, 0x2D08(r31)
addi r4, r31, 0x2A60
bl setup__21dHammerSuitRenderer_cFP21dPlayerModelHandler_c
# epilogue
li r3, 1
lwz r31, 0xC(r1)
lwz r0, 0x14(r1)
mtlr r0
addi r1, r1, 0x10
blr
.global AcPyDrawHS
AcPyDrawHS:
# partway in: r31 = this
lwz r3, 0x2D08(r31)
bl draw__21dHammerSuitRenderer_cFv
# epilogue
li r3, 1
lwz r0, 0x14(r1)
lwz r31, 0xC(r1)
mtlr r0
addi r1, r1, 0x10
blr
# DO IT AGAIN
.global Wm2dPlayerCtorHS
Wm2dPlayerCtorHS:
stwu r1, -0x10(r1)
mflr r0
stw r0, 0x14(r1)
stw r31, 0xC(r1)
mr r31, r3
bl build__21dHammerSuitRenderer_cFv
stw r3, 0x384(r31)
mr r3, r31
lwz r31, 0xC(r1)
lwz r0, 0x14(r1)
mtlr r0
addi r1, r1, 0x10
blr
.global Wm2dPlayerDtorHS
Wm2dPlayerDtorHS:
stwu r1, -0x10(r1)
mflr r0
stw r0, 0x14(r1)
stw r31, 0xC(r1)
stw r30, 8(r1)
mr r31, r4
mr r30, r3
cmpwi r3, 0
beq oops
lwz r3, 0x384(r30)
li r4, 1
bl __dt__21dHammerSuitRenderer_cFv
oops:
mr r3, r30
mr r4, r31
bl RealWm2dPlayerDtor
lwz r30, 8(r1)
lwz r31, 0xC(r1)
lwz r0, 0x14(r1)
mtlr r0
addi r1, r1, 0x10
blr
.global Wm2dPlayerSetMeUpHS
Wm2dPlayerSetMeUpHS:
# partway in: r27 = this
lwz r3, 0x384(r27)
lwz r4, 0x128(r27)
li r5, 1
bl setup__21dHammerSuitRenderer_cFP21dPlayerModelHandler_ci
# epilogue
addi r11, r1, 0x20
bl _restgpr_27
lwz r0, 0x24(r1)
mtlr r0
addi r1, r1, 0x20
blr
.global Wm2dPlayerDrawHS
Wm2dPlayerDrawHS:
# dicks (a very insightful comment)
lbz r0, 0x261(r3)
cmpwi r0, 0
beqlr
stwu r1, -0x10(r1)
mflr r0
stw r0, 0x14(r1)
stw r31, 0xC(r1)
mr r31, r3
lwz r3, 0x384(r31)
bl draw__21dHammerSuitRenderer_cFv
lwz r3, 0x128(r31)
bl draw__21dPlayerModelHandler_cFv
lwz r0, 0x14(r1)
lwz r31, 0xC(r1)
mtlr r0
addi r1, r1, 0x10
blr
.extern _restgpr_27
.extern RealAcPyDtor
.extern RealWm2dPlayerDtor
.extern build__21dHammerSuitRenderer_cFv
.extern __dt__21dHammerSuitRenderer_cFv
.extern setup__21dHammerSuitRenderer_cFP21dPlayerModelHandler_ci
.extern setup__21dHammerSuitRenderer_cFP21dPlayerModelHandler_c
.extern draw__21dHammerSuitRenderer_cFv
.extern draw__21dPlayerModelHandler_cFv
.global HammerGabonRock
HammerGabonRock:
# r27 = apOther
# r28 = apThis
# r29 = objOther
# r31 = objThis
lbz r0, 0x2D(r27)
cmpwi r0, 19
bne hgrExit
lbz r0, 0xA1(r28)
ori r0, r0, 2
stb r0, 0xA1(r28)
hgrExit:
lwz r27, 0x2C(r1)
lwz r28, 0x30(r1)
lwz r29, 0x34(r1)
lwz r30, 0x38(r1)
lwz r31, 0x3C(r1)
lwz r0, 0x44(r1)
mtlr r0
addi r1, r1, 0x40
blr
.data
PowerupSounds:
.long 273, 274, 274, 275, 276, 277, 274, 274
SomeTable:
.long SomeTable_802F5580
.long SomeTable_802F56C0
.long SomeTable_802F56C0
.long SomeTable_802F5440
.long SomeTable_802F56C0
.long SomeTable_802F56C0
.long SomeTable_802F56C0
.long SomeTable_802F56C0
ZeroFloat:
.float 0.0
OneFloat:
.float 1.0
FukidashiTable2:
.float 20.0, 32.0, 32.0, 12.0, 38.0, 33.0, 32.0, 32.0
.float 20.0, 34.0, 34.0, 12.0, 39.0, 35.0, 34.0, 34.0
.float 20.0, 29.0, 29.0, 11.0, 34.0, 29.0, 29.0, 29.0
.float 20.0, 29.0, 29.0, 11.0, 34.0, 29.0, 29.0, 29.0
PlayerHeightsNormal:
.float 16.0, 27.0, 27.0, 12.0, 27.0, 27.0, 27.0, 27.0
PlayerHeightsDucking:
.float 13.0, 21.0, 21.0, 9.0, 21.0, 21.0, 21.0, 21.0
WtfEverTable:
.float 4.5, 10.0, 10.0, 1.0, 10.0, 9.0, 10.0, 10.0
YetAnotherTable:
.float 0.0, -4.0, -4.0, 4.0, -6.0, -2.0, -4.0, -4.0
WeirdScaleTable:
.float 16.0, 31.0, 31.0, 6.0, 34.0, 31.0, 31.0, 31.0
AsdfTable:
.byte 1, 2, 2, 0, 2, 2, 2, 2
BlahTableOffsets:
.long 1, 2, 2, 0, 3, 2, 2, 2
PowerupScaleFloats:
.long 0xDEADBEEF, 0xDEADBEEF # padding
.float 1.0
.float 1.0
.float 1.0
.float 0.6
.float 1.0
.float 1.0
.float 1.0
.float 1.0
PowerupTextures:
.float 0.0
.float 1.0
.float 2.0
.float 3.0
ToadTextures:
.long 0xDEADBEEF, 0xDEADBEEF
.float 7.0, 8.0, 6.0
.global BrosArcFileName
BrosArcFileName:
.string "hammerM"
.global I_hammerArcFilename
I_hammerArcFilename:
.string "I_hammer"
.global I_hammerResFile
I_hammerResFile:
# .string "g3d/I_hammer.brres"
.string "g3d/I_fireflower.brres"
.global I_hammerModelName
I_hammerModelName:
# .string "I_hammer"
.string "I_fireflower"
.global g3d_I_kinoko_brres
g3d_I_kinoko_brres: .string "g3d/I_kinoko.brres"
.global I_propeller_model
I_propeller_model: .string "I_propeller_model"
.text
.global AddHSToBattleItem_FixWait2Anim
AddHSToBattleItem_FixWait2Anim:
lis r4, wait2@h
ori r4, r4, wait2@l
blr
.data
wait2: .string "wait2"
#PowerupTexDebugStr:
# .string "Plumber::SetPowerupTexture() called on class %p with texnum %d lr=%p\n"
#DBString:
# .string "PW:%d\n"
#.global BrosModelFilename
#BrosModelFilename:
# .string "g3d/bros.brres"
#.global HammerModelName
#HammerModelName:
# .string "bros_hammer"
.text
.extern continueFromStrongBox
.global StrongboxInit
StrongboxInit:
# MODE
li r4, 2
stw r4, 0x8E0(r30)
# ITEM COUNT (nybble 8)
extrwi r4, r7, 4, 12
stw r4, 0x8E8(r30)
b continueFromStrongBox
.extern continueFromStrongBox2
.extern AddStockPowerup
.extern create__13dStageActor_cF6ActorsUiP7Point3dP6S16VecUc
.global StrongboxGiveBattleItem
StrongboxGiveBattleItem:
# save a reg we can use
stw r29, 0x24(r1)
# get number of current item
lhz r6, 0x8FA(r30)
# create a shift amount...
slwi r6, r6, 2
lwz r7, 4(r30)
# ..and use it to get the item
srw r7, r7, r6
clrlwi r29, r7, 28
# now give it
mr r4, r29
bl AddStockPowerup
# and then copy the position
lfs f1, 0xAC(r30)
stfs f1, 0x10(r1)
lfs f1, 0xB0(r30)
lfs f2, 0x8D8(r30)
fsubs f1, f1, f2
stfs f1, 0x14(r1)
lfs f1, 0xB4(r30)
stfs f1, 0x18(r1)
li r3, 0x25
or r4, r4, r7
addi r5, r1, 0x10
li r6, 0
li r7, 0
bl create__13dStageActor_cF6ActorsUiP7Point3dP6S16VecUc
# restore our reg
lwz r29, 0x24(r1)
b continueFromStrongBox2
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