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speedXZ -> speed (#1477)
* speedXZ -> speed * += * revert arg in player function * anon review * engineer review * forgot one * last review * revert decimal
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@@ -1130,7 +1130,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
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} else if ((sLeftHandType == PLAYER_MODELTYPE_LH_BOOMERANG) && (this->stateFlags1 & PLAYER_STATE1_25)) {
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dLists = gPlayerLeftHandOpenDLs + gSaveContext.linkAge;
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sLeftHandType = PLAYER_MODELTYPE_LH_OPEN;
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} else if ((this->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (this->actor.speedXZ > 2.0f) &&
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} else if ((this->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (this->actor.speed > 2.0f) &&
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!(this->stateFlags1 & PLAYER_STATE1_27)) {
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dLists = gPlayerLeftHandClosedDLs + gSaveContext.linkAge;
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sLeftHandType = PLAYER_MODELTYPE_LH_CLOSED;
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@@ -1142,7 +1142,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
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if (sRightHandType == PLAYER_MODELTYPE_RH_SHIELD) {
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dLists += this->currentShield * 4;
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} else if ((this->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (this->actor.speedXZ > 2.0f) &&
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} else if ((this->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (this->actor.speed > 2.0f) &&
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!(this->stateFlags1 & PLAYER_STATE1_27)) {
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dLists = sPlayerRightHandClosedDLs + gSaveContext.linkAge;
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sRightHandType = PLAYER_MODELTYPE_RH_CLOSED;
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