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https://github.com/ACreTeam/ac-decomp
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Match m_player_vibration.c_inc
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void Player_actor_set_viblation_common1(int total_frames, int attack_type, int sustain_type, int release_type,
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int attack_frames, int sustain_frames, int release_frames) {
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mVibctl_entry(total_frames, attack_type, sustain_type, release_type, attack_frames, sustain_frames, release_frames,
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0.0f);
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}
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void Player_actor_set_viblation_Dig_scoop() {
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Player_actor_set_viblation_common1(100, 1, 7, 1, 0, 18, 0);
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}
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void Player_actor_set_viblation_Dig_scoop_stump() {
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Player_actor_set_viblation_common1(100, 1, 8, 1, 1, 60, 0);
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}
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void Player_actor_set_viblation_Fill_scoop() {
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Player_actor_set_viblation_common1(0x50, 1, 8, 1, 6, 60, 0);
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}
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void Player_actor_set_viblation_Reflect_scoop_hard() {
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Player_actor_set_viblation_common1(100, 1, 9, 1, 3, 9, 0);
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}
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void Player_actor_set_viblation_Reflect_scoop_soft() {
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Player_actor_set_viblation_common1(0x5A, 1, 1, 1, 2, 4, 0);
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}
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void Player_actor_set_viblation_Swing_net() {
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Player_actor_set_viblation_common1(100, 1, 1, 1, 2, 4, 0);
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}
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void Player_actor_set_viblation_Shake_tree() {
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Player_actor_set_viblation_common1(100, 0, 11, 5, 0, 34, 0);
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}
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void Player_actor_set_viblation_Axe_hard() {
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Player_actor_set_viblation_Reflect_scoop_hard();
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}
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void Player_actor_set_viblation_Axe_soft() {
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Player_actor_set_viblation_Reflect_scoop_soft();
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}
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void Player_actor_set_viblation_Axe_cut() {
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Player_actor_set_viblation_common1(100, 1, 10, 1, 3, 36, 0);
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}
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void Player_actor_set_viblation_Tumble() {
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Player_actor_set_viblation_common1(100, 1, 12, 1, 3, 14, 0);
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}
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void Player_actor_set_viblation_Remove_grass() {
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Player_actor_set_viblation_common1(90, 1, 1, 1, 0, 1, 10);
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}
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