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-rw-r--r--src/code/z_actor.c5
-rw-r--r--src/code/z_bgcheck.c4
2 files changed, 5 insertions, 4 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 331837e71..b5a27fd78 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -3,6 +3,7 @@
#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"
+#include "objects/gameplay_keep/gameplay_keep.h"
void ActorShape_Init(ActorShape* shape, f32 arg1, void* shadowDrawFunc, f32 arg3) {
shape->unk_08 = arg1;
@@ -1909,7 +1910,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5458),
G_MTX_MODELVIEW | G_MTX_LOAD);
- gSPDisplayList(POLY_XLU_DISP++, &D_04010130);
+ gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0);
Matrix_Pull();
phi_f6 = ~((globalCtx->gameplayFrames * 1200) & 0xFFFF);
@@ -1917,7 +1918,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5463),
G_MTX_MODELVIEW | G_MTX_LOAD);
- gSPDisplayList(POLY_XLU_DISP++, &D_04010130);
+ gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0);
}
lightPos.x = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x;
diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c
index f92940126..546e62684 100644
--- a/src/code/z_bgcheck.c
+++ b/src/code/z_bgcheck.c
@@ -437,8 +437,8 @@ s32 func_80042108(CollisionContext* a0, CollisionPoly* a1, u32 a2) {
#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_80042244.s")
u32 func_80042538(CollisionContext* colCtx, WaterBox* arg1) {
- u32 unk0C = arg1->unk_0C;
- return unk0C & 0xFF;
+ u32 properties = arg1->properties;
+ return properties & 0xFF;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_80042548.s")