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Animation Cleanup: En_M* (#1496)
* brackets * more M cleanup * small cleanup * PR Review
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@@ -358,9 +358,9 @@ s32 Player_GetCurMaskItemId(PlayState* play) {
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void func_80122F28(Player* player) {
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if ((player->actor.category == ACTORCAT_PLAYER) &&
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(!(player->stateFlags1 & (PLAYER_STATE1_400 | PLAYER_STATE1_800 | PLAYER_STATE1_200000 | PLAYER_STATE1_800000 |
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PLAYER_STATE1_20000000))) &&
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(!(player->stateFlags2 & PLAYER_STATE2_1))) {
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!(player->stateFlags1 & (PLAYER_STATE1_400 | PLAYER_STATE1_800 | PLAYER_STATE1_200000 | PLAYER_STATE1_800000 |
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PLAYER_STATE1_20000000)) &&
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!(player->stateFlags2 & PLAYER_STATE2_1)) {
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if (player->doorType <= PLAYER_DOORTYPE_TALKING) {
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CutsceneManager_Queue(CS_ID_GLOBAL_TALK);
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} else {
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@@ -2272,7 +2272,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
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}
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}
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} else if ((player->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (player->actor.speed > 2.0f) &&
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(!(player->stateFlags1 & PLAYER_STATE1_8000000))) {
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!(player->stateFlags1 & PLAYER_STATE1_8000000)) {
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rightHandDLists = &gPlayerRightHandClosedDLs[D_801F59E0];
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sPlayerRightHandType = PLAYER_MODELTYPE_RH_CLOSED;
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} else {
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@@ -2562,7 +2562,7 @@ void func_8012669C(PlayState* play, Player* player, Vec3f* arg2, Vec3f* arg3) {
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if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
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if (func_80126440(play, NULL, &player->meleeWeaponInfo[0], &sp3C, &sp30) &&
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(player->transformation != PLAYER_FORM_GORON) && (!(player->stateFlags1 & PLAYER_STATE1_400000))) {
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(player->transformation != PLAYER_FORM_GORON) && !(player->stateFlags1 & PLAYER_STATE1_400000)) {
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EffectBlure_AddVertex(Effect_GetByIndex(player->meleeWeaponEffectIndex[0]), &player->meleeWeaponInfo[0].tip,
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&player->meleeWeaponInfo[0].base);
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}
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