Fix up DynOS actor override
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@ -321,6 +321,7 @@ struct GraphNodeObject *init_graph_node_object(struct AllocOnlyPool *pool,
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graphNode->animInfo.animAccel = 0x10000;
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graphNode->animInfo.animTimer = 0;
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graphNode->node.flags |= GRAPH_RENDER_HAS_ANIMATION;
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dynos_actor_override((void*)&graphNode->sharedChild);
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}
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return graphNode;
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@ -438,6 +439,7 @@ struct GraphNodeObjectParent *init_graph_node_object_parent(struct AllocOnlyPool
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if (graphNode != NULL) {
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init_scene_graph_node_links(&graphNode->node, GRAPH_NODE_TYPE_OBJECT_PARENT);
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graphNode->sharedChild = sharedChild;
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dynos_actor_override((void*)&graphNode->sharedChild);
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}
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return graphNode;
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@ -725,6 +727,7 @@ void geo_obj_init(struct GraphNodeObject *graphNode, void *sharedChild, Vec3f po
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graphNode->unk4C = 0;
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graphNode->throwMatrix = NULL;
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graphNode->animInfo.curAnim = NULL;
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dynos_actor_override((void*)&graphNode->sharedChild);
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graphNode->node.flags |= GRAPH_RENDER_ACTIVE;
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graphNode->node.flags &= ~GRAPH_RENDER_INVISIBLE;
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@ -749,6 +752,7 @@ void geo_obj_init_spawninfo(struct GraphNodeObject *graphNode, struct SpawnInfo
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graphNode->unk4C = spawn;
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graphNode->throwMatrix = NULL;
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graphNode->animInfo.curAnim = 0;
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dynos_actor_override((void*)&graphNode->sharedChild);
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graphNode->node.flags |= GRAPH_RENDER_ACTIVE;
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graphNode->node.flags &= ~GRAPH_RENDER_INVISIBLE;
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@ -70,7 +70,9 @@ void register_scene_graph_node(struct GraphNode *graphNode) {
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}
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} else {
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if (gCurGraphNodeList[gCurGraphNodeIndex - 1]->type == GRAPH_NODE_TYPE_OBJECT_PARENT) {
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((struct GraphNodeObjectParent *) gCurGraphNodeList[gCurGraphNodeIndex - 1])->sharedChild = graphNode;
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struct GraphNodeObjectParent* objParent = ((struct GraphNodeObjectParent *) gCurGraphNodeList[gCurGraphNodeIndex - 1]);
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objParent->sharedChild = graphNode;
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dynos_actor_override((void*)&objParent->sharedChild);
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} else {
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geo_add_child(gCurGraphNodeList[gCurGraphNodeIndex - 1], graphNode);
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}
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@ -761,6 +761,7 @@ Gfx* geo_render_mirror_mario(s32 callContext, struct GraphNode* node, UNUSED Mat
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if (mario->header.gfx.pos[0] > 1700.0f) {
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// TODO: Is this a geo layout copy or a graph node copy?
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gMirrorMario[i].sharedChild = mario->header.gfx.sharedChild;
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dynos_actor_override((void*)&gMirrorMario[i].sharedChild);
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gMirrorMario[i].areaIndex = mario->header.gfx.areaIndex;
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vec3s_copy(gMirrorMario[i].angle, mario->header.gfx.angle);
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vec3f_copy(gMirrorMario[i].pos, mario->header.gfx.pos);
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