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Adjusted first-person walking sound effect for Deku Link
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1 changed files with 5 additions and 1 deletions
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@ -27,7 +27,7 @@ bool recomp_first_person_movement_allowed(PlayState* play, Player* this, bool in
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void recomp_handle_first_person_movement(PlayState* play, Player* this, s32 arg2) {
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void recomp_handle_first_person_movement(PlayState* play, Player* this, s32 arg2) {
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f32 movementSpeed = 8.25f; // account for form
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f32 movementSpeed = 8.25f; // account for mask
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if (this->currentMask == PLAYER_MASK_BUNNY) {
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if (this->currentMask == PLAYER_MASK_BUNNY) {
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movementSpeed *= 1.5f;
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movementSpeed *= 1.5f;
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}
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}
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@ -50,6 +50,10 @@ void recomp_handle_first_person_movement(PlayState* play, Player* this, s32 arg2
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// Calculate distance for footstep sound
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// Calculate distance for footstep sound
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f32 distance = sqrtf((relX2 * relX2) + (relY2 * relY2)) * movementSpeed;
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f32 distance = sqrtf((relX2 * relX2) + (relY2 * relY2)) * movementSpeed;
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if (this->currentMask == PLAYER_MASK_DEKU) {
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distance *= 2.0f;
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}
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func_8083EA44(this, distance / 4.5f);
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func_8083EA44(this, distance / 4.5f);
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this->actor.world.pos.x += (relX2 * movementSpeed) + this->actor.colChkInfo.displacement.x;
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this->actor.world.pos.x += (relX2 * movementSpeed) + this->actor.colChkInfo.displacement.x;
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