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Player docs: Control Stick Input and Movement (#1539)
* document input stuff and movement speed+yaw * curve -> curved, and other cleanups * fix + format * function declaration * name arguments * add mode descriptions * fix typos * move comment down
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@@ -856,7 +856,7 @@ s32 Math_StepUntilS(s16* pValue, s16 limit, s16 step);
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s32 Math_StepToAngleS(s16* pValue, s16 target, s16 step);
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s32 Math_StepUntilF(f32* pValue, f32 limit, f32 step);
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s32 Math_AsymStepToF(f32* pValue, f32 target, f32 incrStep, f32 decrStep);
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void func_80077D10(f32* arg0, s16* arg1, Input* input);
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void Lib_GetControlStickData(f32* outMagnitude, s16* outAngle, Input* input);
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s16 Rand_S16Offset(s16 base, s16 range);
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void Math_Vec3f_Copy(Vec3f* dest, Vec3f* src);
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void Math_Vec3s_ToVec3f(Vec3f* dest, Vec3s* src);
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@@ -758,8 +758,8 @@ typedef struct Player {
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/* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame
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/* 0x0A7A */ u8 floorProperty;
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/* 0x0A7B */ u8 prevFloorType;
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/* 0x0A7C */ f32 unk_A7C;
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/* 0x0A80 */ s16 unk_A80;
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/* 0x0A7C */ f32 prevControlStickMagnitude;
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/* 0x0A80 */ s16 prevControlStickAngle;
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/* 0x0A82 */ u16 prevFloorSfxOffset;
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/* 0x0A84 */ s16 unk_A84;
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/* 0x0A86 */ s8 unk_A86;
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