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https://github.com/HarbourMasters/Shipwright
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Decomp pull, some z_player and global changes (#6908)
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@@ -710,7 +710,7 @@ void Player_ReleaseLockOn(Player* this) {
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* TODO: Learn more about this and give a name to PLAYER_STATE1_19
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*/
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void Player_ClearZTargeting(Player* this) {
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if ((this->actor.bgCheckFlags & 1) ||
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
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(this->stateFlags1 & (PLAYER_STATE1_CLIMBING_LADDER | PLAYER_STATE1_ON_HORSE | PLAYER_STATE1_IN_WATER)) ||
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(!(this->stateFlags1 & (PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL)) &&
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((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
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@@ -930,7 +930,7 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) {
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envHazard = PLAYER_ENV_HAZARD_HOTROOM - 1;
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} else if ((this->underwaterTimer > 80) &&
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((this->currentBoots == PLAYER_BOOTS_IRON) || (this->underwaterTimer >= 300))) { // Deep underwater
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envHazard = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1))
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envHazard = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND))
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? (PLAYER_ENV_HAZARD_UNDERWATER_FLOOR - 1)
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: (PLAYER_ENV_HAZARD_UNDERWATER_FREE - 1);
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} else if (this->stateFlags1 & PLAYER_STATE1_IN_WATER) { // Swimming
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