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Name Sleeping Waterfall state machine function (#2320)
* Name Sleeping Waterfall state machine function * Rename function, second iteration
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@@ -14,7 +14,7 @@ void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play);
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void BgSpot03Taki_Update(Actor* thisx, PlayState* play);
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void BgSpot03Taki_Draw(Actor* thisx, PlayState* play);
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void func_808ADEF0(BgSpot03Taki* this, PlayState* play);
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void BgSpot03Taki_HandleWaterfallState(BgSpot03Taki* this, PlayState* play);
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ActorProfile Bg_Spot03_Taki_Profile = {
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/**/ ACTOR_BG_SPOT03_TAKI,
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@@ -56,7 +56,7 @@ void BgSpot03Taki_Init(Actor* thisx, PlayState* play) {
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this->openingAlpha = 255.0f;
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BgSpot03Taki_ApplyOpeningAlpha(this, 0);
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BgSpot03Taki_ApplyOpeningAlpha(this, 1);
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this->actionFunc = func_808ADEF0;
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this->actionFunc = BgSpot03Taki_HandleWaterfallState;
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}
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void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play) {
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@@ -65,7 +65,7 @@ void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play) {
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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}
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void func_808ADEF0(BgSpot03Taki* this, PlayState* play) {
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void BgSpot03Taki_HandleWaterfallState(BgSpot03Taki* this, PlayState* play) {
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if (this->state == WATERFALL_CLOSED) {
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if (Flags_GetSwitch(play, this->switchFlag)) {
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this->state = WATERFALL_OPENING_ANIMATED;
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