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PlayState rename (#835)
* PlayState rename * Make this work with the latest master and run format * Respond to hensldm's review * Respond to Elliptic's review * Add Effect_GetPlayState to namefixer.py * Add missed comma
This commit is contained in:
+34
-34
@@ -58,7 +58,7 @@ s32 EnHy_ChangeAnim(SkelAnime* skelAnime, s16 animIndex) {
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return isChanged;
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}
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EnDoor* EnHy_FindNearestDoor(Actor* actor, GlobalContext* globalCtx) {
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EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
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EnDoor* nearestDoor = NULL;
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Actor* doorIter = NULL;
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f32 dist;
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@@ -67,7 +67,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, GlobalContext* globalCtx) {
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f32 minDist = 0.0f;
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do {
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doorIter = SubS_FindActor(globalCtx, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR);
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doorIter = SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR);
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door = (EnDoor*)doorIter;
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dist = Actor_DistanceBetweenActors(actor, &door->dyna.actor);
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if (!isSetup || (dist < minDist)) {
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@@ -83,16 +83,16 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, GlobalContext* globalCtx) {
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return nearestDoor;
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}
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void EnHy_ChangeObjectAndAnim(EnHy* enHy, GlobalContext* globalCtx, s16 animIndex) {
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gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->animObjIndex].segment);
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void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) {
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gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->animObjIndex].segment);
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EnHy_ChangeAnim(&enHy->skelAnime, animIndex);
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}
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s32 EnHy_UpdateSkelAnime(EnHy* enHy, GlobalContext* globalCtx) {
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s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) {
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s32 isUpdated = false;
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if (enHy->actor.draw != NULL) {
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gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->animObjIndex].segment);
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gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->animObjIndex].segment);
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SkelAnime_Update(&enHy->skelAnime);
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isUpdated = true;
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}
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@@ -109,26 +109,26 @@ void EnHy_Blink(EnHy* enHy, s32 eyeTexMaxIndex) {
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}
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}
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s32 EnHy_Init(EnHy* enHy, GlobalContext* globalCtx, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex) {
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s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex) {
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s32 isInitialized = false;
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if ((SubS_IsObjectLoaded(enHy->animObjIndex, globalCtx) == true) &&
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(SubS_IsObjectLoaded(enHy->headObjIndex, globalCtx) == true) &&
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(SubS_IsObjectLoaded(enHy->skelUpperObjIndex, globalCtx) == true) &&
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(SubS_IsObjectLoaded(enHy->skelLowerObjIndex, globalCtx) == true)) {
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if ((SubS_IsObjectLoaded(enHy->animObjIndex, play) == true) &&
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(SubS_IsObjectLoaded(enHy->headObjIndex, play) == true) &&
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(SubS_IsObjectLoaded(enHy->skelUpperObjIndex, play) == true) &&
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(SubS_IsObjectLoaded(enHy->skelLowerObjIndex, play) == true)) {
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enHy->actor.objBankIndex = enHy->skelLowerObjIndex;
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isInitialized = true;
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ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
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gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->actor.objBankIndex].segment);
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SkelAnime_InitFlex(globalCtx, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
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gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->actor.objBankIndex].segment);
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SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
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ENHY_LIMB_MAX);
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EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex);
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EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
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}
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return isInitialized;
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}
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void func_800F0BB4(EnHy* enHy, GlobalContext* globalCtx, EnDoor* door, s16 arg3, s16 arg4) {
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void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4) {
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s32 pad;
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s8 animIndex;
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Vec3f offset;
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@@ -137,26 +137,26 @@ void func_800F0BB4(EnHy* enHy, GlobalContext* globalCtx, EnDoor* door, s16 arg3,
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Actor_OffsetOfPointInActorCoords(&door->dyna.actor, &offset, &enHy->actor.world.pos);
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phi_f0 = (offset.z >= 0.0f) ? 1.0f : -1.0f;
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animIndex = ((s8)phi_f0 < 0) ? 0 : 2;
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EnHy_ChangeObjectAndAnim(enHy, globalCtx, (animIndex == 0) ? arg3 : arg4);
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EnHy_ChangeObjectAndAnim(enHy, play, (animIndex == 0) ? arg3 : arg4);
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enHy->skelAnime.baseTransl = *enHy->skelAnime.jointTable;
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enHy->skelAnime.prevTransl = *enHy->skelAnime.jointTable;
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enHy->skelAnime.moveFlags |= 3;
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AnimationContext_SetMoveActor(globalCtx, &enHy->actor, &enHy->skelAnime, 1.0f);
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AnimationContext_SetMoveActor(play, &enHy->actor, &enHy->skelAnime, 1.0f);
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door->unk_1A1 = 1;
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door->animIndex = animIndex;
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}
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s32 func_800F0CE4(EnHy* enHy, GlobalContext* globalCtx, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5) {
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s32 func_800F0CE4(EnHy* enHy, PlayState* play, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5) {
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s32 ret = false;
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s16 yaw;
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EnDoor* door;
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s32 pad;
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if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) {
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door = EnHy_FindNearestDoor(&enHy->actor, globalCtx);
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door = EnHy_FindNearestDoor(&enHy->actor, play);
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if (door != NULL) {
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ret = true;
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func_800F0BB4(enHy, globalCtx, door, arg3, arg4);
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func_800F0BB4(enHy, play, door, arg3, arg4);
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yaw = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos);
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enHy->actor.world.pos.x += arg5 * Math_SinS(yaw);
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enHy->actor.world.pos.z += arg5 * Math_CosS(yaw);
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@@ -168,17 +168,17 @@ s32 func_800F0CE4(EnHy* enHy, GlobalContext* globalCtx, ActorFunc draw, s16 arg3
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return ret;
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}
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s32 func_800F0DD4(EnHy* enHy, GlobalContext* globalCtx, s16 arg2, s16 arg3) {
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s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
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s32 ret = false;
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s32 pad;
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EnDoor* door;
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enHy->curPoint = 0;
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if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) {
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door = EnHy_FindNearestDoor(&enHy->actor, globalCtx);
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door = EnHy_FindNearestDoor(&enHy->actor, play);
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if (door != NULL) {
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ret = true;
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func_800F0BB4(enHy, globalCtx, door, arg2, arg3);
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func_800F0BB4(enHy, play, door, arg2, arg3);
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enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos);
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enHy->actor.world.rot.y = enHy->actor.shape.rot.y;
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enHy->actor.gravity = 0.0f;
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@@ -188,16 +188,16 @@ s32 func_800F0DD4(EnHy* enHy, GlobalContext* globalCtx, s16 arg2, s16 arg3) {
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return ret;
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}
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s32 EnHy_SetPointFowards(EnHy* enHy, GlobalContext* globalCtx, f32 gravity, s16 animIndex) {
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s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex) {
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enHy->actor.gravity = gravity;
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enHy->actor.flags |= ACTOR_FLAG_1;
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EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex);
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EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
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enHy->curPoint++;
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return false;
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}
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s32 EnHy_SetPointBackwards(EnHy* enHy, GlobalContext* globalCtx, s16 animIndex) {
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EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex);
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s32 EnHy_SetPointBackwards(EnHy* enHy, PlayState* play, s16 animIndex) {
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EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
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enHy->curPoint--;
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return false;
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}
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@@ -238,16 +238,16 @@ s32 EnHy_MoveBackwards(EnHy* enHy, f32 speedTarget) {
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return reachedEnd;
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}
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void EnHy_UpdateCollider(EnHy* enHy, GlobalContext* globalCtx) {
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void EnHy_UpdateCollider(EnHy* enHy, PlayState* play) {
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enHy->collider.dim.pos.x = enHy->actor.world.pos.x;
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enHy->collider.dim.pos.y = enHy->actor.world.pos.y;
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enHy->collider.dim.pos.z = enHy->actor.world.pos.z;
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &enHy->collider.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &enHy->collider.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &enHy->collider.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &enHy->collider.base);
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}
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s32 EnHy_PlayWalkingSound(EnHy* enHy, GlobalContext* globalCtx, f32 distAboveThreshold) {
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s32 EnHy_PlayWalkingSound(EnHy* enHy, PlayState* play, f32 distAboveThreshold) {
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u8 wasLeftFootOnGround = enHy->isLeftFootOnGround;
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u8 wasRightFootOnGround = enHy->isRightFootOnGround;
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s32 waterSfxId;
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@@ -262,15 +262,15 @@ s32 EnHy_PlayWalkingSound(EnHy* enHy, GlobalContext* globalCtx, f32 distAboveThr
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}
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sfxId = waterSfxId + SFX_FLAG;
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} else {
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sfxId = SurfaceType_GetSfx(&globalCtx->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId) + SFX_FLAG;
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sfxId = SurfaceType_GetSfx(&play->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId) + SFX_FLAG;
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}
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enHy->isLeftFootOnGround = isFootOnGround = SubS_IsFloorAbove(globalCtx, &enHy->leftFootPos, distAboveThreshold);
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enHy->isLeftFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->leftFootPos, distAboveThreshold);
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if (enHy->isLeftFootOnGround && !wasLeftFootOnGround && isFootOnGround) {
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Actor_PlaySfxAtPos(&enHy->actor, sfxId);
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}
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enHy->isRightFootOnGround = isFootOnGround = SubS_IsFloorAbove(globalCtx, &enHy->rightFootPos, distAboveThreshold);
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enHy->isRightFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->rightFootPos, distAboveThreshold);
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if (enHy->isRightFootOnGround && !wasRightFootOnGround && isFootOnGround) {
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Actor_PlaySfxAtPos(&enHy->actor, sfxId);
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}
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