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Retail Player matches part 2 (#1725)
* match a couple * match some more * revert accidental newline removal
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1 changed files with 16 additions and 17 deletions
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@ -5222,16 +5222,16 @@ void func_8083A5C4(PlayState* play, Player* this, CollisionPoly* arg2, f32 arg3,
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}
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s32 func_8083A6AC(Player* this, PlayState* play) {
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CollisionPoly* sp84;
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s32 sp80;
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Vec3f sp74;
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Vec3f sp68;
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f32 temp1;
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//! @bug `floorPitch` and `floorPitchAlt` are cleared to 0 before this function is called, because the player
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//! left the ground. The angles will always be zero and therefore will always pass these checks.
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//! The intention seems to be to prevent ledge hanging or vine grabbing when walking off of a steep enough slope.
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if ((this->actor.yDistToWater < -80.0f) && (ABS(this->floorPitch) < 0xAAA) && (ABS(this->floorPitchAlt) < 0xAAA)) {
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CollisionPoly* sp84;
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s32 sp80;
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Vec3f sp74;
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Vec3f sp68;
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f32 temp1;
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sp74.x = this->actor.prevPos.x - this->actor.world.pos.x;
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sp74.z = this->actor.prevPos.z - this->actor.world.pos.z;
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@ -7845,7 +7845,6 @@ void Player_Action_808414F8(Player* this, PlayState* play) {
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f32 speedTarget;
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s16 yawTarget;
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s32 sp2C;
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s16 sp2A;
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func_80841138(this, play);
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@ -7869,7 +7868,7 @@ void Player_Action_808414F8(Player* this, PlayState* play) {
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}
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}
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} else {
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sp2A = yawTarget - this->yaw;
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s16 sp2A = yawTarget - this->yaw;
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Math_AsymStepToF(&this->speedXZ, speedTarget * 1.5f, 1.5f, 2.0f);
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Math_ScaledStepToS(&this->yaw, yawTarget, sp2A * 0.1f);
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@ -8481,15 +8480,6 @@ s32 func_80842DF4(PlayState* play, Player* this) {
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}
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void Player_Action_80843188(Player* this, PlayState* play) {
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f32 sp54;
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f32 sp50;
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s16 sp4E;
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s16 sp4C;
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s16 sp4A;
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s16 sp48;
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s16 sp46;
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f32 sp40;
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if (LinkAnimation_Update(play, &this->skelAnime)) {
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if (!Player_IsChildWithHylianShield(this)) {
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Player_AnimPlayLoop(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_defense_wait, this->modelAnimType));
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@ -8507,6 +8497,15 @@ void Player_Action_80843188(Player* this, PlayState* play) {
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func_8083721C(this);
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if (this->av2.actionVar2 != 0) {
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f32 sp54;
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f32 sp50;
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s16 sp4E;
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s16 sp4C;
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s16 sp4A;
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s16 sp48;
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s16 sp46;
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f32 sp40;
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sp54 = sControlInput->rel.stick_y * 100;
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sp50 = sControlInput->rel.stick_x * -120;
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sp4E = this->actor.shape.rot.y - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play));
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