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Various knockback related fixes, don't call WaitForComplete in CGameaArea
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@@ -209,7 +209,7 @@ void CThardus::UpdateRockThermalState(float dt, CStateManager& mgr) {
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void CThardus::sub801de9f8(CStateManager& mgr) {
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float dVar5 = mgr.GetActiveRandom()->Float();
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if (!sub801dc2c8() || dVar5 >= 0.3f) {
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if (!IsLastRock() || dVar5 >= 0.3f) {
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const float local_28 = std::max(0.f, dVar5 - 0.19999999f);
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if (local_28 > 0.8f) {
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x5c4_ = 2;
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@@ -282,7 +282,7 @@ void CThardus::sub801dcfa4(CStateManager& mgr) {
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ProcessSoundEvent(x758_, 1.f, 0, 0.1f, 1000.f, 0.16f, 1.f, zeus::skZero3f, GetTranslation(),
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mgr.GetNextAreaId(), mgr, true);
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if (sub801dc2c8() && !x8f0_) {
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if (IsLastRock() && !x8f0_) {
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DoDoubleSnap(mgr);
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}
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sub801dbc40();
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@@ -317,7 +317,7 @@ void CThardus::Think(float dt, CStateManager& mgr) {
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UpdateRockThermalState(dt, mgr);
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if (!sub801dc2c8()) {
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if (!IsLastRock()) {
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// NOTE: (phil), yes this is what's actually happening
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#if 0
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if (x648_currentRock < x610_destroyableRocks.size() - 2) {
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