Give songs meaningful english names
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@@ -378,7 +378,7 @@ static bool8 ForcedMovement_SpinDown(void)
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static void PlaySpinSound(void)
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{
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PlaySE(SE_W013B);
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PlaySE(SE_M_RAZOR_WIND2);
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}
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static bool8 ForcedMovement_PushedSouthByCurrent(void)
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@@ -901,7 +901,7 @@ void PlayerTurnInPlace(u8 direction)
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void PlayerJumpLedge(u8 direction)
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{
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PlaySE(SE_DANSA);
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PlaySE(SE_LEDGE);
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PlayerSetAnimId(GetJump2MovementAction(direction), 8);
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}
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@@ -952,25 +952,25 @@ static void PlayerEndWheelie(u8 direction)
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static void PlayerStandingHoppingWheelie(u8 direction)
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{
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PlaySE(SE_JITE_PYOKO);
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PlaySE(SE_BIKE_HOP);
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PlayerSetAnimId(GetAcroWheelieHopFaceDirectionMovementAction(direction), 1);
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}
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static void PlayerMovingHoppingWheelie(u8 direction)
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{
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PlaySE(SE_JITE_PYOKO);
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PlaySE(SE_BIKE_HOP);
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PlayerSetAnimId(GetAcroWheelieHopDirectionMovementAction(direction), 2);
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}
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static void PlayerLedgeHoppingWheelie(u8 direction)
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{
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PlaySE(SE_JITE_PYOKO);
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PlaySE(SE_BIKE_HOP);
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PlayerSetAnimId(GetAcroWheelieJumpDirectionMovementAction(direction), 8);
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}
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static void PlayerAcroTurnJump(u8 direction)
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{
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PlaySE(SE_JITE_PYOKO);
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PlaySE(SE_BIKE_HOP);
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PlayerSetAnimId(GetJumpInPlaceTurnAroundMovementAction(direction), 1);
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}
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@@ -1432,7 +1432,7 @@ static bool8 do_boulder_dust(struct Task *task, struct ObjectEvent *playerObject
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gFieldEffectArguments[2] = strengthObject->previousElevation;
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gFieldEffectArguments[3] = gSprites[strengthObject->spriteId].oam.priority;
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FieldEffectStart(FLDEFF_DUST);
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PlaySE(SE_W070);
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PlaySE(SE_M_STRENGTH);
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task->data[0]++;
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}
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return FALSE;
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@@ -1475,7 +1475,7 @@ static bool8 PlayerAvatar_DoSecretBaseMatJump(struct Task *task, struct ObjectEv
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gPlayerAvatar.preventStep = TRUE;
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if (ObjectEventClearHeldMovementIfFinished(objectEvent))
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{
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PlaySE(SE_DANSA);
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PlaySE(SE_LEDGE);
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sub_805C06C(objectEvent, GetJumpInPlaceMovementAction(objectEvent->facingDirection));
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task->data[1]++;
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if (task->data[1] > 1)
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@@ -1514,7 +1514,7 @@ static bool8 PlayerAvatar_SecretBaseMatSpinStep0(struct Task *task, struct Objec
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task->data[1] = objectEvent->movementDirection;
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gPlayerAvatar.preventStep = TRUE;
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ScriptContext2_Enable();
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PlaySE(SE_TK_WARPIN);
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PlaySE(SE_WARP_IN);
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return TRUE;
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}
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