Improve some names in field_player_avatar
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@@ -77,8 +77,8 @@ static void PlayerAvatarTransition_Underwater(struct ObjectEvent * playerObject)
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static void PlayerAvatarTransition_ReturnToField(struct ObjectEvent * playerObject);
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static void PlayerAvatarTransition_ReturnToField(struct ObjectEvent * playerObject);
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static bool8 PlayerIsAnimActive(void);
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static bool8 PlayerIsAnimActive(void);
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static bool8 PlayerCheckIfAnimFinishedOrInactive(void);
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static bool8 PlayerCheckIfAnimFinishedOrInactive(void);
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static bool8 player_is_anim_in_certain_ranges(void);
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static bool8 PlayerAnimIsMultiFrameStationary(void);
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static bool8 player_is_anim_in_certain_ranges__running_state_not_turn(void);
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static bool8 PlayerAnimIsMultiFrameStationaryAndStateNotTurning(void);
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static void PlayCollisionSoundIfNotFacingWarp(u8 direction);
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static void PlayCollisionSoundIfNotFacingWarp(u8 direction);
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static void PlayerGoSpin(u8 direction);
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static void PlayerGoSpin(u8 direction);
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static void PlayerApplyTileForcedMovement(u8 metatileBehavior);
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static void PlayerApplyTileForcedMovement(u8 metatileBehavior);
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@@ -746,18 +746,18 @@ void UpdatePlayerAvatarTransitionState(void)
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{
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{
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if (!PlayerCheckIfAnimFinishedOrInactive())
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if (!PlayerCheckIfAnimFinishedOrInactive())
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{
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{
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if (!player_is_anim_in_certain_ranges())
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if (!PlayerAnimIsMultiFrameStationary())
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gPlayerAvatar.tileTransitionState = T_TILE_TRANSITION;
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gPlayerAvatar.tileTransitionState = T_TILE_TRANSITION;
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}
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}
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else
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else
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{
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{
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if (!player_is_anim_in_certain_ranges__running_state_not_turn())
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if (!PlayerAnimIsMultiFrameStationaryAndStateNotTurning())
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gPlayerAvatar.tileTransitionState = T_TILE_CENTER;
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gPlayerAvatar.tileTransitionState = T_TILE_CENTER;
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}
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}
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}
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}
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}
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}
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static bool8 player_is_anim_in_certain_ranges(void)
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static bool8 PlayerAnimIsMultiFrameStationary(void)
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{
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{
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u8 movementActionId = gObjectEvents[gPlayerAvatar.objectEventId].movementActionId;
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u8 movementActionId = gObjectEvents[gPlayerAvatar.objectEventId].movementActionId;
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@@ -771,9 +771,9 @@ static bool8 player_is_anim_in_certain_ranges(void)
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return FALSE;
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return FALSE;
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}
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}
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static bool8 player_is_anim_in_certain_ranges__running_state_not_turn(void)
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static bool8 PlayerAnimIsMultiFrameStationaryAndStateNotTurning(void)
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{
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{
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if (player_is_anim_in_certain_ranges() && gPlayerAvatar.runningState != TURN_DIRECTION)
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if (PlayerAnimIsMultiFrameStationary() && gPlayerAvatar.runningState != TURN_DIRECTION)
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return TRUE;
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return TRUE;
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else
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else
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return FALSE;
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return FALSE;
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