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Standardize "ActorMovement" over "ActorMove" (#1773)
* actor movement * cleanup * missed one
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@@ -189,8 +189,8 @@ void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4
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EnHy_ChangeObjectAndAnim(enHy, play, (animIndex == 0) ? arg3 : arg4);
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enHy->skelAnime.baseTransl = enHy->skelAnime.jointTable[LIMB_ROOT_POS];
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enHy->skelAnime.prevTransl = enHy->skelAnime.jointTable[LIMB_ROOT_POS];
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enHy->skelAnime.moveFlags |= (ANIM_FLAG_UPDATE_Y | ANIM_FLAG_1);
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AnimTaskQueue_AddActorMove(play, &enHy->actor, &enHy->skelAnime, 1.0f);
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enHy->skelAnime.movementFlags |= (ANIM_FLAG_UPDATE_Y | ANIM_FLAG_1);
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AnimTaskQueue_AddActorMovement(play, &enHy->actor, &enHy->skelAnime, 1.0f);
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door->knobDoor.requestOpen = true;
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door->knobDoor.animIndex = animIndex;
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}
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