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Rename yDistToWater -> depthInWater (#1950)
* Rename yDistToWater -> yDistUnderWater * yDistUnderWater -> depthInWater
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26 changed files with 112 additions and 112 deletions
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@ -1358,8 +1358,8 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
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waterBoxYSurface = actor->world.pos.y;
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if (WaterBox_GetSurface1(play, &play->colCtx, actor->world.pos.x, actor->world.pos.z, &waterBoxYSurface,
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&waterBox)) {
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actor->yDistToWater = waterBoxYSurface - actor->world.pos.y;
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if (actor->yDistToWater < 0.0f) {
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actor->depthInWater = waterBoxYSurface - actor->world.pos.y;
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if (actor->depthInWater < 0.0f) {
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actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
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} else {
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if (!(actor->bgCheckFlags & BGCHECKFLAG_WATER)) {
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@ -1379,7 +1379,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
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}
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} else {
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actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
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actor->yDistToWater = BGCHECK_Y_MIN;
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actor->depthInWater = BGCHECK_Y_MIN;
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}
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}
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}
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@ -1835,7 +1835,7 @@ void func_8002F850(PlayState* play, Actor* actor) {
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s32 surfaceSfxOffset;
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if (actor->bgCheckFlags & BGCHECKFLAG_WATER) {
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if (actor->yDistToWater < 20.0f) {
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if (actor->depthInWater < 20.0f) {
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surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_SHALLOW;
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} else {
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surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_DEEP;
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