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Use runningState directly in CheckMovementInputNotOnBike
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8f1a760937
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@ -33,12 +33,6 @@
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#define NUM_FORCED_MOVEMENTS 18
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#define NUM_ACRO_BIKE_COLLISIONS 5
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enum {
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PLAYER_STILL,
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PLAYER_TURNING,
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PLAYER_MOVING,
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};
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static EWRAM_DATA u8 sSpinStartFacingDir = 0;
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EWRAM_DATA struct ObjectEvent gObjectEvents[OBJECT_EVENTS_COUNT] = {};
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EWRAM_DATA struct PlayerAvatar gPlayerAvatar = {};
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@ -196,9 +190,9 @@ static bool8 (*const sForcedMovementFuncs[NUM_FORCED_MOVEMENTS + 1])(void) =
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static void (*const sPlayerNotOnBikeFuncs[])(u8, u16) =
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{
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[PLAYER_STILL] = PlayerNotOnBikeNotMoving,
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[PLAYER_TURNING] = PlayerNotOnBikeTurningInPlace,
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[PLAYER_MOVING] = PlayerNotOnBikeMoving,
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[NOT_MOVING] = PlayerNotOnBikeNotMoving,
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[TURN_DIRECTION] = PlayerNotOnBikeTurningInPlace,
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[MOVING] = PlayerNotOnBikeMoving,
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};
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static bool8 (*const sAcroBikeTrickMetatiles[NUM_ACRO_BIKE_COLLISIONS])(u8) =
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@ -591,20 +585,11 @@ static void MovePlayerNotOnBike(u8 direction, u16 heldKeys)
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static u8 CheckMovementInputNotOnBike(u8 direction)
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{
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if (direction == DIR_NONE)
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{
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gPlayerAvatar.runningState = NOT_MOVING;
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return PLAYER_STILL;
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}
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return gPlayerAvatar.runningState = NOT_MOVING;
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else if (direction != GetPlayerMovementDirection() && gPlayerAvatar.runningState != MOVING)
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{
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gPlayerAvatar.runningState = TURN_DIRECTION;
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return PLAYER_TURNING;
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}
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return gPlayerAvatar.runningState = TURN_DIRECTION;
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else
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{
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gPlayerAvatar.runningState = MOVING;
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return PLAYER_MOVING;
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}
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return gPlayerAvatar.runningState = MOVING;
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}
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static void PlayerNotOnBikeNotMoving(u8 direction, u16 heldKeys)
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