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Labeling particle related code (#719)
* Labeling particle related code * More labeling. Naming pass on what was labeled last commit * Stick X clamped with deadzone * Renaming TyreParticle to Particle * Matching coco's names and renaming some already labeled to keep style consistent * Minor extra particle labeling * Small extra labeling. Restoring some removed newlines * One last newline adjustment --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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+27
-27
@@ -1467,9 +1467,9 @@ void apply_boo_sound_effect(Player* player, s8 playerIndex) {
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player->unk_044 |= 0x200;
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for (temp_v1 = 0; temp_v1 < 10; ++temp_v1) {
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player->unk_258[temp_v1].unk_01C = 0;
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player->unk_258[temp_v1].unk_01E = 0;
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player->unk_258[temp_v1].unk_012 = 0;
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player->particles[temp_v1].IsAlive = 0;
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player->particles[temp_v1].timer = 0;
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player->particles[temp_v1].type = 0;
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}
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}
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@@ -1548,9 +1548,9 @@ void func_8008FD4C(Player* player, UNUSED s8 arg1) {
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player->unk_044 |= 0x200;
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for (temp_v0 = 0; temp_v0 < 10; ++temp_v0) {
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player->unk_258[temp_v0].unk_01C = 0;
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player->unk_258[temp_v0].unk_01E = 0;
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player->unk_258[temp_v0].unk_012 = 0;
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player->particles[temp_v0].IsAlive = 0;
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player->particles[temp_v0].timer = 0;
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player->particles[temp_v0].type = 0;
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}
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}
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@@ -1558,9 +1558,9 @@ void func_8008FDA8(Player* player, UNUSED s8 arg1) {
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s16 temp_v0;
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player->unk_044 |= 0x200;
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for (temp_v0 = 0; temp_v0 < 10; ++temp_v0) {
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player->unk_258[temp_v0].unk_01C = 0;
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player->unk_258[temp_v0].unk_01E = 0;
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player->unk_258[temp_v0].unk_012 = 0;
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player->particles[temp_v0].IsAlive = 0;
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player->particles[temp_v0].timer = 0;
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player->particles[temp_v0].type = 0;
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}
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}
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@@ -2025,30 +2025,30 @@ void func_800911B4(Player* player, s8 arg1) {
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player->unk_078 = 0;
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D_8018D920[arg1] = 0;
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player->unk_258[31].unk_012 = 0;
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player->unk_258[31].unk_01E = 0;
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player->unk_258[31].unk_01C = 0;
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player->unk_258[30].unk_012 = 0;
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player->unk_258[30].unk_01E = 0;
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player->unk_258[30].unk_01C = 0;
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player->particles[31].type = 0;
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player->particles[31].timer = 0;
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player->particles[31].IsAlive = 0;
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player->particles[30].type = 0;
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player->particles[30].timer = 0;
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player->particles[30].IsAlive = 0;
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// clang-format off
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temp_v0 = 2; do {
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// clang-format on
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player->unk_258[31 + temp_v0].unk_01C = 0;
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player->unk_258[31 + temp_v0].unk_01E = 0;
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player->unk_258[31 + temp_v0].unk_012 = 0;
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player->unk_258[32 + temp_v0].unk_01C = 0;
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player->unk_258[32 + temp_v0].unk_01E = 0;
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player->unk_258[32 + temp_v0].unk_012 = 0;
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player->unk_258[33 + temp_v0].unk_01C = 0;
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player->unk_258[33 + temp_v0].unk_01E = 0;
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player->unk_258[33 + temp_v0].unk_012 = 0;
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player->particles[31 + temp_v0].IsAlive = 0;
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player->particles[31 + temp_v0].timer = 0;
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player->particles[31 + temp_v0].type = 0;
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player->particles[32 + temp_v0].IsAlive = 0;
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player->particles[32 + temp_v0].timer = 0;
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player->particles[32 + temp_v0].type = 0;
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player->particles[33 + temp_v0].IsAlive = 0;
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player->particles[33 + temp_v0].timer = 0;
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player->particles[33 + temp_v0].type = 0;
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temp_v0 += 4;
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player->unk_258[26 + temp_v0].unk_01C = 0;
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player->unk_258[26 + temp_v0].unk_01E = 0;
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player->unk_258[26 + temp_v0].unk_012 = 0;
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player->particles[26 + temp_v0].IsAlive = 0;
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player->particles[26 + temp_v0].timer = 0;
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player->particles[26 + temp_v0].type = 0;
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} while (temp_v0 < 10);
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}
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