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Rename GoSpeedX functions to WalkNormal, WalkFast, etc.
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4cedd2d551
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@ -11,10 +11,10 @@ void PlayerGetDestCoords(s16 *, s16 *);
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u8 GetPlayerFacingDirection(void);
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u8 GetPlayerMovementDirection(void);
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u8 PlayerGetCopyableMovement(void);
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void PlayerGoSpeed1(u8);
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void PlayerGoSpeed2(u8);
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void PlayerWalkNormal(u8);
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void PlayerWalkFast(u8);
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void PlayerRideWaterCurrent(u8);
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void PlayerGoSpeed4(u8);
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void PlayerWalkFaster(u8);
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void PlayerOnBikeCollide(u8);
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void PlayerFaceDirection(u8 a);
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void PlayerTurnInPlace(u8 a);
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@ -71,12 +71,12 @@ static void (*const sMachBikeTransitions[])(u8) =
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MachBikeTransition_TrySlowDown,
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};
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// bikeFrameCounter is input which is represented by sMachBikeSpeeds in order: 0 is normal speed (1 speed), 1 is fast speed (2 speed), 2 is faster speed
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// bikeFrameCounter is input which is represented by sMachBikeSpeeds in order
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static void (*const sMachBikeSpeedCallbacks[])(u8) =
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{
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PlayerGoSpeed1, // normal speed (1 speed)
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PlayerGoSpeed2, // fast speed (2 speed)
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PlayerGoSpeed4, // faster speed
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PlayerWalkNormal,
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PlayerWalkFast,
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PlayerWalkFaster,
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};
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static void (*const sAcroBikeTransitions[])(u8) =
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@ -470,27 +470,27 @@ static u8 DoForcedMovementInCurrentDirection(void (*a)(u8))
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static bool8 ForcedMovement_Slip(void)
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{
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return DoForcedMovementInCurrentDirection(PlayerGoSpeed2);
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return DoForcedMovementInCurrentDirection(PlayerWalkFast);
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}
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static bool8 ForcedMovement_WalkSouth(void)
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{
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return DoForcedMovement(DIR_SOUTH, PlayerGoSpeed1);
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return DoForcedMovement(DIR_SOUTH, PlayerWalkNormal);
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}
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static bool8 ForcedMovement_WalkNorth(void)
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{
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return DoForcedMovement(DIR_NORTH, PlayerGoSpeed1);
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return DoForcedMovement(DIR_NORTH, PlayerWalkNormal);
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}
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static bool8 ForcedMovement_WalkWest(void)
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{
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return DoForcedMovement(DIR_WEST, PlayerGoSpeed1);
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return DoForcedMovement(DIR_WEST, PlayerWalkNormal);
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}
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static bool8 ForcedMovement_WalkEast(void)
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{
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return DoForcedMovement(DIR_EAST, PlayerGoSpeed1);
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return DoForcedMovement(DIR_EAST, PlayerWalkNormal);
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}
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static bool8 ForcedMovement_PushedSouthByCurrent(void)
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@ -524,22 +524,22 @@ static u8 ForcedMovement_Slide(u8 direction, void (*b)(u8))
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static bool8 ForcedMovement_SlideSouth(void)
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{
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return ForcedMovement_Slide(DIR_SOUTH, PlayerGoSpeed2);
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return ForcedMovement_Slide(DIR_SOUTH, PlayerWalkFast);
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}
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static bool8 ForcedMovement_SlideNorth(void)
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{
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return ForcedMovement_Slide(DIR_NORTH, PlayerGoSpeed2);
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return ForcedMovement_Slide(DIR_NORTH, PlayerWalkFast);
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}
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static bool8 ForcedMovement_SlideWest(void)
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{
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return ForcedMovement_Slide(DIR_WEST, PlayerGoSpeed2);
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return ForcedMovement_Slide(DIR_WEST, PlayerWalkFast);
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}
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static bool8 ForcedMovement_SlideEast(void)
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{
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return ForcedMovement_Slide(DIR_EAST, PlayerGoSpeed2);
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return ForcedMovement_Slide(DIR_EAST, PlayerWalkFast);
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}
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static bool8 ForcedMovement_MatJump(void)
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@ -562,7 +562,7 @@ static bool8 ForcedMovement_MuddySlope(void)
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{
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Bike_UpdateBikeCounterSpeed(0);
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playerObjEvent->facingDirectionLocked = TRUE;
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return DoForcedMovement(DIR_SOUTH, PlayerGoSpeed2);
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return DoForcedMovement(DIR_SOUTH, PlayerWalkFast);
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}
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else
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{
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@ -631,8 +631,8 @@ static void PlayerNotOnBikeMoving(u8 direction, u16 heldKeys)
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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{
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// speed 2 is fast, same speed as running
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PlayerGoSpeed2(direction);
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// same speed as running
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PlayerWalkFast(direction);
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return;
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}
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@ -645,7 +645,7 @@ static void PlayerNotOnBikeMoving(u8 direction, u16 heldKeys)
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}
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else
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{
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PlayerGoSpeed1(direction);
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PlayerWalkNormal(direction);
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}
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}
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@ -953,16 +953,14 @@ void PlayerSetAnimId(u8 movementActionId, u8 copyableMovement)
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}
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}
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// normal speed (1 speed)
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void PlayerGoSpeed1(u8 a)
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void PlayerWalkNormal(u8 direction)
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{
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PlayerSetAnimId(GetWalkNormalMovementAction(a), 2);
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PlayerSetAnimId(GetWalkNormalMovementAction(direction), 2);
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}
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// fast speed (2 speed)
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void PlayerGoSpeed2(u8 a)
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void PlayerWalkFast(u8 direction)
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{
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PlayerSetAnimId(GetWalkFastMovementAction(a), 2);
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PlayerSetAnimId(GetWalkFastMovementAction(direction), 2);
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}
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void PlayerRideWaterCurrent(u8 a)
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@ -970,10 +968,9 @@ void PlayerRideWaterCurrent(u8 a)
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PlayerSetAnimId(GetRideWaterCurrentMovementAction(a), 2);
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}
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// faster speed
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void PlayerGoSpeed4(u8 a)
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void PlayerWalkFaster(u8 direction)
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{
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PlayerSetAnimId(GetWalkFasterMovementAction(a), 2);
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PlayerSetAnimId(GetWalkFasterMovementAction(direction), 2);
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}
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static void PlayerRun(u8 a)
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