Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix
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@@ -85,7 +85,6 @@ CCutsceneHead::ProcessControl(void)
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{
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
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UpdateRwFrame(); // android/xbox don't call this
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}
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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@@ -95,7 +94,7 @@ CCutsceneHead::ProcessControl(void)
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// PS2 only plays anims in cutscene, PC always plays anims
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if(!lastLoadedSKA || CCutsceneMgr::IsRunning())
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#endif
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RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClipped()/50.0f);
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RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClippedInSeconds());
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}
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void
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