Phantoon bugfix
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@@ -2196,7 +2196,7 @@ void Phantoon_Func_2(uint16 k) { // 0xA7CF0C
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uint8 Phantoon_Func_3(int32 amt) { // 0xA7CF27
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Enemy_Phantoon *E = Get_Phantoon(0xC0);
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uint32 r18 = amt, r20 = amt >> 16;
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uint16 r18 = amt, r20 = amt >> 16;
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if (E->phant_var_E) {
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uint16 phant_var_D = E->phant_var_D;
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bool v4 = phant_var_D < r18;
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@@ -2428,7 +2428,7 @@ void Phantoon_MoveInFigure8_LeftSideClockwise(uint16 j, uint16 r20) { // 0xA7D2
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void Phantoon_MoveInFigure8_RightSideClockwise(uint16 j, uint16 r20) { // 0xA7D271
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Enemy_Phantoon *E = Get_Phantoon(0);
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for(int n = -E->phant_var_C; n; n--) {
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for(int n = (uint16)-E->phant_var_C; n; n--) {
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const uint8 *v4 = RomPtr_A7(2 * E->phant_var_A + j);
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E->base.x_pos -= (int8)v4[0];
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E->base.y_pos -= (int8)v4[1];
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@@ -2636,7 +2636,7 @@ void Phantoon_SpawnFireballsBeforeFight(uint16 k) { // 0xA7D508
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void Phantoon_WavyFadeIn(uint16 k) { // 0xA7D54A
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Phantoon_FadeIn(0xC);
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if (Phantoon_Func_3(__PAIR32__(g_word_A7CD9D, g_word_A7CD9B))) {
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if (Phantoon_Func_3(__PAIR32__(g_word_A7CD9D, g_word_A7CD9B))) {
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Enemy_Phantoon *E = Get_Phantoon(k);
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E->phant_var_F = FUNC16(Phantoon_PickPatternForRound1);
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Get_Phantoon(0xC0)->phant_parameter_1 = 1;
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